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Macbook Air M2 Gaming - Cannot Run Diablo IV
Hi all, I installed the game porting toolkit, installed Battle.net.exe, and finished downloading Diablo IV. Clicking the Play button returns "No GPUs found! A GPU is required to play Diablo IV. This might occur if you are currently installing GPU drivers." Could anyone tell me how to fix this issue? How can I install the driver and run the game? I am not good at typing command lines so I really appreciate it if you guys can show me some codes to fix it. Thanks!
3
5
4.0k
Jul ’23
iOS Game Center achievements are resetting
We have some problems with achievements which were unlocked in Game Center. This is our first time that we implemented Game Center features inside our app and it seems that leaderboards, score reporting and unlocking achievements are all working fine. We can see unlocked achievements in the achievements board but they are becoming locked again just a few seconds later. Everything seem to be working fine except this weird behavior (all handlers are returning success etc.) We also tried many tests with different type of achievements (both with achievable more than once YES and NO achievements). It may be an expected behavior with achievements which are of kind achievable more than once but they are becoming locked again if they are not as such) As the only thing that comes to our minds: the version with achievements and leaderboard is not published yet in AppStore and we are testing achievements with some sandbox testers and a real user device. Could such resetting (becoming locked again) be due to not yet being published in store? Thanks in advance for very appreciated tries, help and assistance If it will help you guide us: * GKAchievementDescription loadAchievementDescriptionsWithCompletionHandler: returns all achievement registered in appstore connect GKAchievement reportAchievements: always return success (and so we can see them in gamecenter board) GKAchievement loadAchievementsWithCompletionHandler: returns completed achievements until that reset occurs (i.e. after completing the achievement, we send a request -> it is there; a few seconds later again we send a request -> it is again there; a few more tries and it is gone ...)
1
1
1.7k
Jun ’23
RealityKit Object Masking / Providing Depth Map for Effects - Use Case Feature Request
In regular Metal, I can do all sorts of tricks with texture masking to create composite objects and effects, similar to CSG. Since for now, AR-mode in visionOS requires RealityKit without the ability to use custom shaders, I'm a bit stuck. I'm pretty sure so far that what I want is impossible and requires a feature request, but here it goes: Here's a 2D example: Say I have some fake circular flashlights shining into the scene, depthwise, and everything else is black except for some rectangles that are "lit" by the circles. The result: How it works: In Metal, my per-instance data contain a texture index for a mask texture. The mask texture has an alpha of 0 for spots where the instance should not be visible, and an alpha of 1 otherwise. So in an initial renderpass, I draw the circular lights to this mask texture. In pass 2, I attach the fullscreen mask texture (circular lights) to all mesh instances that I want hidden in the darkness. A custom fragment shader multiplies the alpha of the full-screen mask texture sample at the given fragment with the color that would otherwise be output. i.e. out_color *= mask.a. The way I have blending and clear colors set-up, wherever the mask alpha is 0, an object will be hidden. The background clear color is black. The following is how the scene looks if I don't attach the masking texture. You can see that behind the scenes, the full rectangle is there. In visionOS AR-mode, the point is for the system to apply lighting, depth, and occlusion information to the world. For my effect to work, I need to be able to generate an intermediate representation of my world (after pass 2) that shows some of that world in darkness. I know I can use Metal separately from RealityKit to prepare a texture to apply to a RealityKit mesh using DrawableQueue However, as far as I know there is no way to supply a full-screen depth buffer for RealityKit to mix with whatever it's doing with the AR passthrough depth and occlusion behind the scenes. So my Metal texture would just be a flat quad in the scene rather than something mixed with the world. Furthermore, I don't see a way to apply a full-screen quad to the scene, period. I think my use case is impossible in visionOS in AR mode without customizable rendering in Metal (separate issue: I still think in single full app mode, it should be possible to grant access to the camera and custom rendering more securely) and/or a RealityKit feature enabling mixing of depth and occlusion textures for compositing. I love these sorts of masking/texture effects because they're simple and elegant to pull-off, and I can imagine creating several useful and fun experiences using this masking and custom depth info with AR passthrough. Please advise on how I could achieve this effect in the meantime. However, I'll go ahead and say a specific feature request is the ability to provide full-screen depth and occlusion textures to RealityKit so it's easier to mix Metal rendering as a pre-pass with RealityKit as a final composition step.
0
2
1.3k
Jun ’23
Ground Shadows for in-Program-Generated Meshes in RealityKit
Apparenrly, shadows aren’t generated for procedural geometry in RealityKit: https://codingxr.com/articles/shadows-lights-in-realitykit/ Has this been fixed? My projects tend to involve a lot of procedurally-generated meshes as opposed to importes-models. This will be even more important when VisionOS is out. On a similar note, it used to be that ground shadows were not per-entity. I’d like to enable or disable them per-entity. Is it possible? Since currently the only way to use passthrough AR in Vision OS will be to use RealityKit, more flexibility will be required. I can‘t simply apply my own preferences.
16
1
3.1k
Jun ’23
Textures With Indirect Command Buffer
I render with func drawIndexedPrimitives( type primitiveType: MTLPrimitiveType, indexType: MTLIndexType, indexBuffer: MTLBuffer, indexBufferOffset: Int, indirectBuffer: MTLBuffer, indirectBufferOffset: Int ), when I use Argument Buffer to set textures(e.g. to fragnent shader), everything is fine. But is there a way to set textures without Argument Buffer? Argument Buffer is the only way?
2
0
1.3k
Jun ’23
34" Display not recognises full resolution in Big Sur
Hi There, I just bought a IIYAMA G-MASTER GB3461WQSU-B1 which has a native resolution of 3440x1440 but my MacBook Pro (Retina, 15-inch, Mid 2014) doesn't recognise the monitor and I can't run it at its full resolution. It is currently recognised as a PL3461WQ 34.5-inch (2560 x 1440). Is there anything that I can do to get it sorted or I will have to wait until this monitor driver is added to the Big Sur list? Thanks
15
0
16k
Jun ’23
Input with Metal-CPP, overriding MTK::View
Hi, I am new to Metal and macOS development, and trying to learn Metal with the CPP wrapper for a toy rendering engine. I am mostly following the "Learn Metal with C++" sample code. I am trying to read mouse and keyboard input. It seems like the Objective-C or Swift wrappers allow you to override your own MTK::View class, and then override the respective keyDown(), keyUp() methods. However, when looking at the CPP wrapper, MTK::View doesn't have any virtual functions to override. How can I read mouse and keyboard inputs in my application? Hopefully without having an Objective-C bridge. Thank you, Robin
4
1
3.5k
Apr ’23
FPS drops when tapping the screen on iPhone 13 Pro Max
When running on iPhone13 Pro Max (iOS15.1) and tapping the screen with several fingers in succession, it may go to 30fps at the moment of the tap. self.displayLink = [CADisplayLink displayLinkWithTarget: self selector: @selector(repaintDisplayLink)]; [self.displayLink setPreferredFramesPerSecond:60]; // or // [self.displayLink setPreferredFrameRateRange:CAFrameRateRangeMake(60,60,60)]; [self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; Unity and cocos2d-x are written with almost the same code, but the same phenomenon occurs. It is not reproduced on iPhoneXS MAX(iOS15.1), iPhoneSE2, iPhone7, etc. Also, if you set it to 120fps and run it, and then tap it continuously, the 120fps will turn into 60fps in the same way.
12
1
7.3k
Apr ’23
AGXMetalA12 symbol decoding
We've encontered a crash at 0 libobjc.A.dylib 0x00000001becff9ec objc_release_x8 + 8 1 AGXMetalA12 0x000000024e47fb04 0x24e36c000 + 1129220 2 AGXMetalA12 0x000000024e3ad708 0x24e36c000 + 268040 3 .... (stack from our own libraries) Is there a way to decode the symbols from AGXMetalA12? The crash happens on Hardware Model: iPhone11,8 OS Version: iPhone OS 16.3.1 (20D67)
0
0
1.3k
Apr ’23
苹果14ProMAX
ios版本16.3.1玩cf穿越火线手游锁80帧还掉帧有时候莫名其妙掉6Ohz然后对枪有时候画质会很模糊录屏虽然能达到 120但是也是掉帧视频里面玩到后面直接锁60帧尤其是对开 陀螺仪的人很不友好这个必须要时刻保持在120 高帧率才能 正常的玩这个游戏希望苹果官方在下一个版本增加一个 120hz的选项选中 120hz就一直保持在 120hz一直跳帧的话,导致屏幕滑动游戏内部灵敏度跟不上一卡一卡的
0
0
1.9k
Mar ’23
Game installer/launcher
Hi, I'm trying to make a installer/launcher app for Unity game. It is written in C# with Avalonia UI framework. It is my first MacOS app. I have managed to sing and notarize the app and the game. And also to create signed and notarized pkg installers for both. When I run the installers manually the app and the game is installed correctly. From the app I can now start the game. The issue I'm having is that I can not run the game.pkg from the app. I have used the Process.Start(path/game.pkg) but this would crash. Is my approach possible? I'm attaching the entitlements files which I use in code signing process. appEntitlements.txt GameEntitlements.txt Thanks in advance.
3
0
1.9k
Feb ’23
Frame drops and easily get hot
so i just brought the 14+ and it was updated to iOS 16.0.3 and now 16.3. I experienced the frame drops while playing genshin impact with default graphic settings set to high and 60fps. When i lower the graphic settings to medium or low, the frame rate still drops and no improvement. I don’t think the A15 Bionic will be this low performance, and a lot people claim that they are using iPhone XR, 11, or 12 with the iOS 15 i believe, play the game with high settings in 60fps and it just runs stable. So i think there’s a performance issue within the iOS 16. I don’t know if anyone here experienced the same issue. Not only genshin impact, but also experienced the lag in Call of Duty Mobile after 30 mins of gaming. Maybe there’s any solution from the community or Apple maybe can use this case for further investigation and give us the solution through the future iOS update. Thank you
0
0
737
Feb ’23
App Crashing in Background [FBSSceneSnapshotRequestHandle performRequestForScene:]
We are getting around 300 crashes per day while the application is in the background coming from [FBSSceneSnapshotRequestHandle performRequestForScene:]. This is a metal based game. Is there some way I can tell iOS to not try to take a snapshot of the game while in the background? Full callstack below. Thanks, 0 libsystem_kernel.dylib +0x18130 _semaphore_wait_trap 1 libdispatch.dylib +0x279c __dispatch_sema4_wait$VARIANT$mp 2 libdispatch.dylib +0x321c __dispatch_semaphore_wait_slow 3 FrontBoardServices +0x3d6c8 -[FBSSceneSnapshotRequestHandle performRequestForScene:] 4 FrontBoardServices +0x438c8 -[FBSSceneSnapshotAction snapshotRequest:performWithContext:] 5 FrontBoardServices +0x158c -[FBSSceneSnapshotRequest performSnapshotWithContext:] 6 UIKitCore +0x8c9338 ___65-[UIApplication _performSnapshotsWithAction:forScene:completion:]_block_invoke_2 7 FrontBoardServices +0x43764 -[FBSSceneSnapshotAction _executeNextRequest] 8 FrontBoardServices +0x43354 -[FBSSceneSnapshotAction executeRequestsWithHandler:completionHandler:expirationHandler:] 9 UIKitCore +0x8c921c ___65-[UIApplication _performSnapshotsWithAction:forScene:completion:]_block_invoke 10 UIKitCore +0x8c8844 -[UIApplication _beginSnapshotSessionForScene:withSnapshotBlock:] 11 UIKitCore +0x8c8f70 -[UIApplication _performSnapshotsWithAction:forScene:completion:] 12 UIKitCore +0x8c8e3c -[UIApplication _handleSnapshotAction:forScene:completion:] 13 UIKitCore +0x8c4720 ___71-[UIApplication _handleSnapshotAction:forScene:deactivationCompletion:]_block_invoke 14 UIKitCore +0x8c453c -[UIApplication _handleSnapshotAction:forScene:deactivationCompletion:] 15 UIKitCore +0x17ff54 ___98-[__UICanvasLifecycleMonitor_Compatability deactivateEventsOnly:withContext:forceExit:completion:]_block_invoke.261 16 UIKitCore +0x8c80a8 __runAfterCACommitDeferredBlocks 17 UIKitCore +0x8b6bf8 __cleanUpAfterCAFlushAndRunDeferredBlocks 18 UIKitCore +0x8e3a68 __afterCACommitHandler 19 CoreFoundation +0xaa4f8 ___CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION__ 20 CoreFoundation +0xa5220 ___CFRunLoopDoObservers 21 CoreFoundation +0xa579c ___CFRunLoopRun 22 CoreFoundation +0xa4fb0 _CFRunLoopRunSpecific 23 GraphicsServices +0xa798 _GSEventRunModal 24 UIKitCore +0x8bcc34 _UIApplicationMain 25 Wizard-of-Oz +0x1045054 main (main.mm:38:18) 26 libdyld.dylib +0x18dc _start
0
1
1.3k
Jan ’23
Using in-app purchase to exchange chip on poker game that submit on app store or not?
My friend has a gaming app (poker), if he use in-app purchase to exchange chip which is used to play game, could it permit to submit on app store? His game is not a real money game because users can not claim the chip in this game. Pls give me more advices, thank you!!!
6
0
1.5k
Jan ’23
Macbook Air M2 Gaming - Cannot Run Diablo IV
Hi all, I installed the game porting toolkit, installed Battle.net.exe, and finished downloading Diablo IV. Clicking the Play button returns "No GPUs found! A GPU is required to play Diablo IV. This might occur if you are currently installing GPU drivers." Could anyone tell me how to fix this issue? How can I install the driver and run the game? I am not good at typing command lines so I really appreciate it if you guys can show me some codes to fix it. Thanks!
Replies
3
Boosts
5
Views
4.0k
Activity
Jul ’23
iOS Game Center achievements are resetting
We have some problems with achievements which were unlocked in Game Center. This is our first time that we implemented Game Center features inside our app and it seems that leaderboards, score reporting and unlocking achievements are all working fine. We can see unlocked achievements in the achievements board but they are becoming locked again just a few seconds later. Everything seem to be working fine except this weird behavior (all handlers are returning success etc.) We also tried many tests with different type of achievements (both with achievable more than once YES and NO achievements). It may be an expected behavior with achievements which are of kind achievable more than once but they are becoming locked again if they are not as such) As the only thing that comes to our minds: the version with achievements and leaderboard is not published yet in AppStore and we are testing achievements with some sandbox testers and a real user device. Could such resetting (becoming locked again) be due to not yet being published in store? Thanks in advance for very appreciated tries, help and assistance If it will help you guide us: * GKAchievementDescription loadAchievementDescriptionsWithCompletionHandler: returns all achievement registered in appstore connect GKAchievement reportAchievements: always return success (and so we can see them in gamecenter board) GKAchievement loadAchievementsWithCompletionHandler: returns completed achievements until that reset occurs (i.e. after completing the achievement, we send a request -> it is there; a few seconds later again we send a request -> it is again there; a few more tries and it is gone ...)
Replies
1
Boosts
1
Views
1.7k
Activity
Jun ’23
RealityKit Object Masking / Providing Depth Map for Effects - Use Case Feature Request
In regular Metal, I can do all sorts of tricks with texture masking to create composite objects and effects, similar to CSG. Since for now, AR-mode in visionOS requires RealityKit without the ability to use custom shaders, I'm a bit stuck. I'm pretty sure so far that what I want is impossible and requires a feature request, but here it goes: Here's a 2D example: Say I have some fake circular flashlights shining into the scene, depthwise, and everything else is black except for some rectangles that are "lit" by the circles. The result: How it works: In Metal, my per-instance data contain a texture index for a mask texture. The mask texture has an alpha of 0 for spots where the instance should not be visible, and an alpha of 1 otherwise. So in an initial renderpass, I draw the circular lights to this mask texture. In pass 2, I attach the fullscreen mask texture (circular lights) to all mesh instances that I want hidden in the darkness. A custom fragment shader multiplies the alpha of the full-screen mask texture sample at the given fragment with the color that would otherwise be output. i.e. out_color *= mask.a. The way I have blending and clear colors set-up, wherever the mask alpha is 0, an object will be hidden. The background clear color is black. The following is how the scene looks if I don't attach the masking texture. You can see that behind the scenes, the full rectangle is there. In visionOS AR-mode, the point is for the system to apply lighting, depth, and occlusion information to the world. For my effect to work, I need to be able to generate an intermediate representation of my world (after pass 2) that shows some of that world in darkness. I know I can use Metal separately from RealityKit to prepare a texture to apply to a RealityKit mesh using DrawableQueue However, as far as I know there is no way to supply a full-screen depth buffer for RealityKit to mix with whatever it's doing with the AR passthrough depth and occlusion behind the scenes. So my Metal texture would just be a flat quad in the scene rather than something mixed with the world. Furthermore, I don't see a way to apply a full-screen quad to the scene, period. I think my use case is impossible in visionOS in AR mode without customizable rendering in Metal (separate issue: I still think in single full app mode, it should be possible to grant access to the camera and custom rendering more securely) and/or a RealityKit feature enabling mixing of depth and occlusion textures for compositing. I love these sorts of masking/texture effects because they're simple and elegant to pull-off, and I can imagine creating several useful and fun experiences using this masking and custom depth info with AR passthrough. Please advise on how I could achieve this effect in the meantime. However, I'll go ahead and say a specific feature request is the ability to provide full-screen depth and occlusion textures to RealityKit so it's easier to mix Metal rendering as a pre-pass with RealityKit as a final composition step.
Replies
0
Boosts
2
Views
1.3k
Activity
Jun ’23
Ground Shadows for in-Program-Generated Meshes in RealityKit
Apparenrly, shadows aren’t generated for procedural geometry in RealityKit: https://codingxr.com/articles/shadows-lights-in-realitykit/ Has this been fixed? My projects tend to involve a lot of procedurally-generated meshes as opposed to importes-models. This will be even more important when VisionOS is out. On a similar note, it used to be that ground shadows were not per-entity. I’d like to enable or disable them per-entity. Is it possible? Since currently the only way to use passthrough AR in Vision OS will be to use RealityKit, more flexibility will be required. I can‘t simply apply my own preferences.
Replies
16
Boosts
1
Views
3.1k
Activity
Jun ’23
Textures With Indirect Command Buffer
I render with func drawIndexedPrimitives( type primitiveType: MTLPrimitiveType, indexType: MTLIndexType, indexBuffer: MTLBuffer, indexBufferOffset: Int, indirectBuffer: MTLBuffer, indirectBufferOffset: Int ), when I use Argument Buffer to set textures(e.g. to fragnent shader), everything is fine. But is there a way to set textures without Argument Buffer? Argument Buffer is the only way?
Replies
2
Boosts
0
Views
1.3k
Activity
Jun ’23
34" Display not recognises full resolution in Big Sur
Hi There, I just bought a IIYAMA G-MASTER GB3461WQSU-B1 which has a native resolution of 3440x1440 but my MacBook Pro (Retina, 15-inch, Mid 2014) doesn't recognise the monitor and I can't run it at its full resolution. It is currently recognised as a PL3461WQ 34.5-inch (2560 x 1440). Is there anything that I can do to get it sorted or I will have to wait until this monitor driver is added to the Big Sur list? Thanks
Replies
15
Boosts
0
Views
16k
Activity
Jun ’23
Porting Games to Older Apple Platforms
Sadly, I was not able to register for the Games Q&A at. WWDC. My question is as follows: For making a Universal Binary, one compatible with Big Sur and up, will the tools in Xcode 15 help me port over a Win32 project over, or does the tool only work assuming macOS Sonoma and up, exclusively on Apple Silicon?
Replies
1
Boosts
0
Views
2.4k
Activity
Jun ’23
MacOS Big Sur Lagging
Hello! Help please, after updating the system to Big Sur, my MacBook Pro 13 began to slow down, previously there were no such problems. MacBook Pro (Retina, 13-inch, Early 2015) 2,7 GHz 2‑core processor Intel Core i5 8 GB 1867 MHz DDR3 Intel Iris Graphics 6100 1536 MB
Replies
294
Boosts
2
Views
168k
Activity
Jun ’23
video in my gallery stuttering after editing it with iphone's inbuilt editing tools
I have an apple iphone 11 pro and there are a few videos which when edited with iphone's inbuilt editing tools, the video stutters. Please help
Replies
0
Boosts
0
Views
1.1k
Activity
May ’23
Input with Metal-CPP, overriding MTK::View
Hi, I am new to Metal and macOS development, and trying to learn Metal with the CPP wrapper for a toy rendering engine. I am mostly following the "Learn Metal with C++" sample code. I am trying to read mouse and keyboard input. It seems like the Objective-C or Swift wrappers allow you to override your own MTK::View class, and then override the respective keyDown(), keyUp() methods. However, when looking at the CPP wrapper, MTK::View doesn't have any virtual functions to override. How can I read mouse and keyboard inputs in my application? Hopefully without having an Objective-C bridge. Thank you, Robin
Replies
4
Boosts
1
Views
3.5k
Activity
Apr ’23
FPS drops when tapping the screen on iPhone 13 Pro Max
When running on iPhone13 Pro Max (iOS15.1) and tapping the screen with several fingers in succession, it may go to 30fps at the moment of the tap. self.displayLink = [CADisplayLink displayLinkWithTarget: self selector: @selector(repaintDisplayLink)]; [self.displayLink setPreferredFramesPerSecond:60]; // or // [self.displayLink setPreferredFrameRateRange:CAFrameRateRangeMake(60,60,60)]; [self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; Unity and cocos2d-x are written with almost the same code, but the same phenomenon occurs. It is not reproduced on iPhoneXS MAX(iOS15.1), iPhoneSE2, iPhone7, etc. Also, if you set it to 120fps and run it, and then tap it continuously, the 120fps will turn into 60fps in the same way.
Replies
12
Boosts
1
Views
7.3k
Activity
Apr ’23
AGXMetalA12 symbol decoding
We've encontered a crash at 0 libobjc.A.dylib 0x00000001becff9ec objc_release_x8 + 8 1 AGXMetalA12 0x000000024e47fb04 0x24e36c000 + 1129220 2 AGXMetalA12 0x000000024e3ad708 0x24e36c000 + 268040 3 .... (stack from our own libraries) Is there a way to decode the symbols from AGXMetalA12? The crash happens on Hardware Model: iPhone11,8 OS Version: iPhone OS 16.3.1 (20D67)
Replies
0
Boosts
0
Views
1.3k
Activity
Apr ’23
Hybrid Rendering MPSRayIntersector not working
Hello, im trying to add RT shadows to my deferred rendering engine and I been stuck for days now. Using MPSRayIntersector and following apple's example on https://developer.apple.com/documentation/metalperformanceshaders/animating_and_denoising_a_raytraced_scene Here's my scene with 2 Models please help thank you !
Replies
2
Boosts
0
Views
1.2k
Activity
Apr ’23
苹果14ProMAX
ios版本16.3.1玩cf穿越火线手游锁80帧还掉帧有时候莫名其妙掉6Ohz然后对枪有时候画质会很模糊录屏虽然能达到 120但是也是掉帧视频里面玩到后面直接锁60帧尤其是对开 陀螺仪的人很不友好这个必须要时刻保持在120 高帧率才能 正常的玩这个游戏希望苹果官方在下一个版本增加一个 120hz的选项选中 120hz就一直保持在 120hz一直跳帧的话,导致屏幕滑动游戏内部灵敏度跟不上一卡一卡的
Replies
0
Boosts
0
Views
1.9k
Activity
Mar ’23
Swarm simulation
I'm new to iOS. What would be the right toolkit to create something like a swarm animation with thousands of objects on the screen moving at high speed?
Replies
2
Boosts
1
Views
1.8k
Activity
Mar ’23
Game installer/launcher
Hi, I'm trying to make a installer/launcher app for Unity game. It is written in C# with Avalonia UI framework. It is my first MacOS app. I have managed to sing and notarize the app and the game. And also to create signed and notarized pkg installers for both. When I run the installers manually the app and the game is installed correctly. From the app I can now start the game. The issue I'm having is that I can not run the game.pkg from the app. I have used the Process.Start(path/game.pkg) but this would crash. Is my approach possible? I'm attaching the entitlements files which I use in code signing process. appEntitlements.txt GameEntitlements.txt Thanks in advance.
Replies
3
Boosts
0
Views
1.9k
Activity
Feb ’23
ps3 buttons not working in most programs OSX Big Sur 11.6.5
Using 2 working ps3 remotes, D pad and trigger buttons wont work in GeforceNow and on remote testing websites, but they work on my ps3 and in Dolphin. I'm pretty good at troubleshooting but this one has stumped me. Any ideas? Running a Macbook Pro 16" 2019
Replies
1
Boosts
0
Views
851
Activity
Feb ’23
Frame drops and easily get hot
so i just brought the 14+ and it was updated to iOS 16.0.3 and now 16.3. I experienced the frame drops while playing genshin impact with default graphic settings set to high and 60fps. When i lower the graphic settings to medium or low, the frame rate still drops and no improvement. I don’t think the A15 Bionic will be this low performance, and a lot people claim that they are using iPhone XR, 11, or 12 with the iOS 15 i believe, play the game with high settings in 60fps and it just runs stable. So i think there’s a performance issue within the iOS 16. I don’t know if anyone here experienced the same issue. Not only genshin impact, but also experienced the lag in Call of Duty Mobile after 30 mins of gaming. Maybe there’s any solution from the community or Apple maybe can use this case for further investigation and give us the solution through the future iOS update. Thank you
Replies
0
Boosts
0
Views
737
Activity
Feb ’23
App Crashing in Background [FBSSceneSnapshotRequestHandle performRequestForScene:]
We are getting around 300 crashes per day while the application is in the background coming from [FBSSceneSnapshotRequestHandle performRequestForScene:]. This is a metal based game. Is there some way I can tell iOS to not try to take a snapshot of the game while in the background? Full callstack below. Thanks, 0 libsystem_kernel.dylib +0x18130 _semaphore_wait_trap 1 libdispatch.dylib +0x279c __dispatch_sema4_wait$VARIANT$mp 2 libdispatch.dylib +0x321c __dispatch_semaphore_wait_slow 3 FrontBoardServices +0x3d6c8 -[FBSSceneSnapshotRequestHandle performRequestForScene:] 4 FrontBoardServices +0x438c8 -[FBSSceneSnapshotAction snapshotRequest:performWithContext:] 5 FrontBoardServices +0x158c -[FBSSceneSnapshotRequest performSnapshotWithContext:] 6 UIKitCore +0x8c9338 ___65-[UIApplication _performSnapshotsWithAction:forScene:completion:]_block_invoke_2 7 FrontBoardServices +0x43764 -[FBSSceneSnapshotAction _executeNextRequest] 8 FrontBoardServices +0x43354 -[FBSSceneSnapshotAction executeRequestsWithHandler:completionHandler:expirationHandler:] 9 UIKitCore +0x8c921c ___65-[UIApplication _performSnapshotsWithAction:forScene:completion:]_block_invoke 10 UIKitCore +0x8c8844 -[UIApplication _beginSnapshotSessionForScene:withSnapshotBlock:] 11 UIKitCore +0x8c8f70 -[UIApplication _performSnapshotsWithAction:forScene:completion:] 12 UIKitCore +0x8c8e3c -[UIApplication _handleSnapshotAction:forScene:completion:] 13 UIKitCore +0x8c4720 ___71-[UIApplication _handleSnapshotAction:forScene:deactivationCompletion:]_block_invoke 14 UIKitCore +0x8c453c -[UIApplication _handleSnapshotAction:forScene:deactivationCompletion:] 15 UIKitCore +0x17ff54 ___98-[__UICanvasLifecycleMonitor_Compatability deactivateEventsOnly:withContext:forceExit:completion:]_block_invoke.261 16 UIKitCore +0x8c80a8 __runAfterCACommitDeferredBlocks 17 UIKitCore +0x8b6bf8 __cleanUpAfterCAFlushAndRunDeferredBlocks 18 UIKitCore +0x8e3a68 __afterCACommitHandler 19 CoreFoundation +0xaa4f8 ___CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION__ 20 CoreFoundation +0xa5220 ___CFRunLoopDoObservers 21 CoreFoundation +0xa579c ___CFRunLoopRun 22 CoreFoundation +0xa4fb0 _CFRunLoopRunSpecific 23 GraphicsServices +0xa798 _GSEventRunModal 24 UIKitCore +0x8bcc34 _UIApplicationMain 25 Wizard-of-Oz +0x1045054 main (main.mm:38:18) 26 libdyld.dylib +0x18dc _start
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0
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1
Views
1.3k
Activity
Jan ’23
Using in-app purchase to exchange chip on poker game that submit on app store or not?
My friend has a gaming app (poker), if he use in-app purchase to exchange chip which is used to play game, could it permit to submit on app store? His game is not a real money game because users can not claim the chip in this game. Pls give me more advices, thank you!!!
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6
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0
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1.5k
Activity
Jan ’23