Dear Apple Color Management Team,
I’m a professional visual creator working on color-critical photo and graphic projects using macOS (currently 26.1 Tahoe).
In recent macOS releases, LUT-based ICC display profiles (such as XYZ LUT + Matrix types generated by DisplayCAL or professional spectrophotometers) can no longer be installed or activated via ColorSync.
This limitation significantly affects professional workflows in photography, graphic design, prepress, and video color grading — fields that rely on precise display profiling.
The current workaround (converting LUT profiles to simple shaper/matrix ICC v2) results in less accurate tone response and color reproduction, particularly in the dark range and wide-gamut displays.
I kindly request Apple to restore or re-enable the ability to install and use ICC v2/v4 LUT-based display profiles under ColorSync, as was possible on macOS Monterey and Ventura.
This would allow professionals to continue using trusted calibration tools such as DisplayCAL, X-Rite i1Profiler, and Calibrite Profiler to achieve accurate color management.
macOS is widely used in professional creative industries, and restoring this feature would be a huge help for countless photographers, designers, and colorists.
Thank you for your attention and commitment to professional users.
Best regards,
Richárd Deutsch
Professional Photographer
https://riccio.hu/
MacBook Pro (M4 Pro, macOS 26.1)
General
RSS for tagDelve into the world of graphics and game development. Discuss creating stunning visuals, optimizing game mechanics, and share resources for game developers.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Just found out this key available for visionOS
https://developer.apple.com/documentation/bundleresources/entitlements/com.apple.developer.low-latency-streaming
It seems to keep video streaming from being interrupted by AWDL, our community needs it badly for self-hosted game streaming (PC to iPhone / iPad).
Related apps: Moonlight / VoidLink / SteamLink.
Can we expect this on iOS/iPadOS 26, or even iOS/iPadOS 18 ?
Topic:
Graphics & Games
SubTopic:
General
Hello
XQuartz is an open-source effort to develop a version of the X.Org X Window System (https://www.xquartz.org/), widely used to bring graphical support to applications running in remote servers (usually via SSH).
Since macOS Tahoe, XQuartz fails to refresh properly on window resize (more info here https://github.com/XQuartz/XQuartz/issues/438#issuecomment-3371409500), leading to severe usability issues.
The XQuartz developers are already aware of the issue, but I’m wondering if there’s anything we can do at the OS level to resolve it and restore the usual behavior from before macOS Tahoe.
Thanks,
KiM
Topic:
Graphics & Games
SubTopic:
General
Since macOS 15.3.2, we have observed that when another window is moved near the App Store's install button, the button disappears.
We have attached a related video in the Feedback submission here https://feedbackassistant.apple.com/feedback/20444423
Our application overlays a transparent, watermark-window on top of the system window, which causes the install button in the App Store to be hidden when a user attempts to install an application.Could you advise on how to avoid this issue?
Does anyone know if we will be able to airplay content from another Apple device, say an iPad or iPhone to the Vision Pro?
Hi Apple team,
Game Mode was introduced in iOS 18. To activate Game Mode, an app must include specific key-value pairs in its *.plist and be categorized as a "Game" on the App Store.
My app (https://apps.apple.com/us/app/voidlink/id6747717070) works primarily as a self-hosted game streaming (PC->iPhone/iPad) client. Game Mode provides clear benefits in terms of latency and frame rate stability, but it can currently only be activated when running via Xcode or TestFlight.
I am an individual iOS developer based in China, where an additional government license is required for apps to be listed under the "Game" category on the App Store. Obtaining such a license is very difficult for independent developers, so my app has been categorized under "Utilities" instead.(If move the app to game category, it will disappear from Chinese App Store immediately)
Expectation / Suggestion:
Please consider making Game Mode available as a local, user-controllable option on iOS18/26+, such as through a system “App Pool” where users can choose which apps to enable Game Mode for, regardless of App Store category.
This would greatly benefit use cases like streaming clients, benchmarking tools, and remote play utilities, without requiring developers to reclassify their apps as “Games” on App Store.
Topic:
Graphics & Games
SubTopic:
General
https://developer.apple.com/forums/profile/mozheralqahtani
Topic:
Graphics & Games
SubTopic:
General
Hello everyone,
I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false
In this case, I get a valid, playable .mp4 file.
However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off.
I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem.
I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream:
ScreenRecorder.swift
// This is my main SCStreamConfiguration
private var streamConfiguration: SCStreamConfiguration {
var streamConfig = SCStreamConfiguration()
// ... other HDR/preset config ...
// These are the problem properties
streamConfig.capturesAudio = isAudioCaptureEnabled
streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true
streamConfig.excludesCurrentProcessAudio = false
streamConfig.showsCursor = false
if let region = selectedRegion, let display = currentDisplay {
// My region/frame logic (works fine)
let regionWidth = Int(region.frame.width)
let regionHeight = Int(region.frame.height)
streamConfig.width = regionWidth * scaleFactor
streamConfig.height = regionHeight * scaleFactor
// ... (sourceRect logic) ...
}
streamConfig.pixelFormat = kCVPixelFormatType_32BGRA
streamConfig.colorSpaceName = CGColorSpace.sRGB
streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60)
return streamConfig
}
And here is how I'm setting up the SCRecordingOutput that writes the file:
ScreenRecorder.swift
private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws {
let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile(
in: workspaceURL,
sessionIndex: sessionIndex
)
let recordingConfiguration = SCRecordingOutputConfiguration()
recordingConfiguration.outputURL = screeRecordingOutputURL
recordingConfiguration.outputFileType = .mp4
recordingConfiguration.videoCodecType = .hevc
let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self)
self.recordingOutput = recordingOutput
}
Finally, my CaptureEngine adds these to the SCStream:
CaptureEngine.swift
class CaptureEngine: NSObject, @unchecked Sendable {
private(set) var stream: SCStream?
private var streamOutput: CaptureEngineStreamOutput?
// ... (dispatch queues) ...
func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws {
let streamOutput = CaptureEngineStreamOutput()
self.streamOutput = streamOutput
do {
stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput)
// Add outputs for raw buffers (not used for file recording)
try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue)
try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue)
try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue)
// Add the file recording output
try stream?.addRecordingOutput(recordingOutput)
try await stream?.startCapture()
} catch {
logger.error("Failed to start capture: \(error.localizedDescription)")
throw error
}
}
// ... (stopCapture, etc.) ...
}
When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
Hi,
I have an Unity game. I need to have multiple App Icons for my game for it to be able to be recognized in different countries.
In other words, is it possible to have an iOS app in which the App Icon changes based on device locale/language?
On Android this is possible using Unity Localization package "com.unity.localization"
Topic:
Graphics & Games
SubTopic:
General
Is it possible to start screen recording (through Control Center) without user prompt?
I mean to ask user permission for the first time and after that to start and stop recording programmatically only?
I need to record screen only for specific events.
Reproduce
Same SIM card with 4G, same testing location, connected to the same server, xcode debugging game applications, network/profile retrotransmitted, Avg round trip to view data
iPhone17, Turn off 4G and turn on WiFi. All the above indicators are acceptable
iPhone17, Turn on 4G, turn off WiFi, retry with retransmission and very high Avg round trip
iPhone14-16, Turn on 4G and turn off WiFi. All the above indicators are acceptable
App
Unity3d project
.netframe4.0
C# Socket
Other
Many developers in Chinese forums have provided feedback on this issue
Hello, I am trying to capture screen recording ( output.mp4 ) using ScreenCaptureKit and also the mouse positions during the recording ( mouse.json ). The recording and the mouse positions ( tracked based on mouse movements events only ) needs to be perfectly synced in order to add effects in post editing.
I started off by using the await stream?.startCapture() and after that starting my mouse tracking function :-
try await captureEngine.startCapture(configuration: config, filter: filter, recordingOutput: recordingOutput)
let captureStartTime = Date()
mouseTracker?.startTracking(with: captureStartTime)
But every time I tested, there is a clear inconsistency in sync between the recorded video and the recorded mouse positions.
The only thing I want is to know when exactly does the recording "actually" started so that I can start the mouse capture at that same time, and thus I tried using the Delegates, but being able to set them up perfectly.
import Foundation
import AVFAudio
import ScreenCaptureKit
import OSLog
import Combine
class CaptureEngine: NSObject, @unchecked Sendable {
private let logger = Logger()
private(set) var stream: SCStream?
private var streamOutput: CaptureEngineStreamOutput?
private var recordingOutput: SCRecordingOutput?
private let videoSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.VideoSampleBufferQueue")
private let audioSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.AudioSampleBufferQueue")
private let micSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.MicSampleBufferQueue")
func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws {
// Create the stream output delegate.
let streamOutput = CaptureEngineStreamOutput()
self.streamOutput = streamOutput
do {
stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput)
try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue)
try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue)
try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue)
self.recordingOutput = recordingOutput
recordingOutput.delegate = self
try stream?.addRecordingOutput(recordingOutput)
try await stream?.startCapture()
} catch {
logger.error("Failed to start capture: \(error.localizedDescription)")
throw error
}
}
func stopCapture() async throws {
do {
try await stream?.stopCapture()
} catch {
logger.error("Failed to stop capture: \(error.localizedDescription)")
throw error
}
}
func update(configuration: SCStreamConfiguration, filter: SCContentFilter) async {
do {
try await stream?.updateConfiguration(configuration)
try await stream?.updateContentFilter(filter)
} catch {
logger.error("Failed to update the stream session: \(String(describing: error))")
}
}
func stopRecordingOutputForStream(_ recordingOutput: SCRecordingOutput) throws {
try self.stream?.removeRecordingOutput(recordingOutput)
}
}
// MARK: - SCRecordingOutputDelegate
extension CaptureEngine: SCRecordingOutputDelegate {
func recordingOutputDidStartRecording(_ recordingOutput: SCRecordingOutput) {
let startTime = Date()
logger.info("Recording output did start recording \(startTime)")
}
func recordingOutputDidFinishRecording(_ recordingOutput: SCRecordingOutput) {
logger.info("Recording output did finish recording")
}
func recordingOutput(_ recordingOutput: SCRecordingOutput, didFailWithError error: any Error) {
logger.error("Recording output failed with error: \(error.localizedDescription)")
}
}
private class CaptureEngineStreamOutput: NSObject, SCStreamOutput, SCStreamDelegate {
private let logger = Logger()
override init() {
super.init()
}
func stream(_ stream: SCStream, didOutputSampleBuffer sampleBuffer: CMSampleBuffer, of outputType: SCStreamOutputType) {
guard sampleBuffer.isValid else { return }
switch outputType {
case .screen:
break
case .audio:
break
case .microphone:
break
@unknown default:
logger.error("Encountered unknown stream output type:")
}
}
func stream(_ stream: SCStream, didStopWithError error: Error) {
logger.error("Stream stopped with error: \(error.localizedDescription)")
}
}
I am getting error
Value of type 'SCRecordingOutput' has no member 'delegate'
Even though I am targeting macOs 15+ ( macOs 26 actually ) and macOs only.
What is the best way to achieving the desired result? Is there any other / better way to do it?
I'm experiencing an issue with PDFKit where page.removeAnnotation(annotation) successfully removes the annotation from the page's data structure, but the PDFView no longer updates automatically to reflect the change visually.
Issue Details:
The annotation is removed (verified by checking page.annotations.count)
The PDFView display doesn't refresh to show the removal
This code was working correctly before and suddenly stopped working
No code changes were made on my end
Hi everyone,
I faced an issue that on IOS 26 removeAnnotation method doesn't remove annotation. This code worked on previous versions (IOS 18, 17) but suddenly stopped working on IOS 26.
Has anyone faced this issue?
guard let document = await pdfView.document else { return }
for pageIndex in 0..<document.pageCount {
guard let page = document.page(at: pageIndex) else { continue }
let annotations = page.annotations
for annotation in annotations {
page.removeAnnotation(annotation)
}
}
It's a Broadcast Extension issue: on iOS 26.1 beta the extension never launches—after you tap “Start Broadcast” in the system picker the countdown disappears after 3 s and no broadcast starts, so every live-streaming app(and all other non-system apps that use Broadcast Extension) fails to go live (only the native Photos screen recording still works). Is this a known regression or is a new entitlement required?
My IOS app generates pdf files.
Every time my users open the generated pdf files, the autofill popup jumps out, but my pdf file is NOT for interacting.
I'm here to ask if there's a way to mark my pdf files as "not a form", like in metadata or anywhere else?
Hello everyone and thank you for you're time!
I got an issue with uploading several icons to testflight. I'm using Game Maker Studio as my engine for the game.
This is the error that I'm getting, even when I try to use the old icons for the game, that worked in the past. I tried to transform the icons, using this site "https://makeappicon.com/", but I still got the same validation error. Can you help me fixing the issue - thank you so much!
After updating to MacOS 26.1 I encountered an issue that Roblox tends to freeze quite often for 10 - 60 seconds at most, this is really annoying that it is doing this as i play the game a lot. My theory is that it is like a driver issue with metal or something, I have reinstalled MacOS, reinstalled the game and lowed the performance manually but nothing is working.
Wondering if you could help, when it will be fixed and if others are having the same issue.
Many thanks, William.
Hello,
I found an issue with the Games app on macOS 26 (Tahoe) when viewing achievements:
In App Store Connect, each achievement has different values set for the pre-earned description and the post-earned description.
When testing with GameKit directly (GKAchievementDescription), both values are returned correctly.
However, in the macOS Games app, the post-earned description is shown even before the achievement is earned.
This seems to be a display issue specific to the Games app on macOS.
Could you confirm if this is a known bug in the Games app, or if there is a reason why pre-earned descriptions are not being shown?
Thank you.
When previewing the recording of gameplay the buttons to exit or save are unclickable behind the top bar clock and Wi-Fi/5G status bar. Which means that you have to quit the game in order to continue.
Tested on multiple devices.
Does anyone have a solution to this? At the moment we have disabled it altogether for iOS 26 users.