MetalFX Upscaling Render complex scenes in less time per frame with high-performance upscaling and anti-aliasing. This year, MetalFX Upscaling supports more devices with improved quality and increased scaling. https://developer.apple.com/metal/. Source: 7 months ago
I suspect they are trying to compete in the console market without having a console per se. AFAIK the iPhone 15 Pro has 1/3rd of the TFLOPs of the Playstation 5. They also have a smooth TV-connectivity system. Most people who have consoles in the US already have an iPhone in their pocket. Now you just need a controller, some kind of dock for the phone, and pay off a lot of devs to make games for the platform to... - Source: Hacker News / 7 months ago
Hmm, I don't think that's how they have presented it from watching all the WWDC videos. From the link I sent (https://developer.apple.com/metal/) it's also in a different header. But this is probably kind of a pointless semantics argument haha. Maybe internally Apple can't agree on this anyway. Source: 10 months ago
Barring 3D games, this is perhaps one of the heavier apps that run on a phone. The model takes up about 2.2GB of memory, which is more than half of the memory on most iPhones (except the 12, 13 Pro Maxes and 14 series). Also LLM inference is surprisingly light on the CPU, but quite GPU intensive (because the iOS app uses Metal). So I guess the analogy of games is quite apt. Source: 10 months ago
Https://developer.apple.com/metal/ find any mention of WINE, crossover, or even just 'open source'? Source: 11 months ago
I don't know if you are aware, but very recently (yesterday), Apple released a tool called Game porting toolkit that allows developers (but also anyone) to test their Windows games on Mac. It's similar to how Proton works for Linux, by wrapping Windows calls and translating them to macOS. Source: 11 months ago
But unfortunately https://developer.apple.com/metal/ says coming soon for the download. Looks like it's not ready there either. Source: 11 months ago
Metal is an API for offloading graphics-intensive operations to a GPU to free up resources for an app to perform its main task, in this case working with audio and MIDI. This is more important for game/video work, but if FL is not using Metal then their graphics have to share main CPU cycles with their audio engine. Source: about 1 year ago
Https://developer.apple.com/metal/. - Source: Hacker News / about 1 year ago
I have a suspicion (but no evidence) that it was coded using Metal, which is exclusive to iOS. https://developer.apple.com/metal/. Source: over 1 year ago
I suggest you read this: https://developer.apple.com/metal/. Metal 3 is a graphics framework optimised for Apple silicon. It leverages the full power of the graphics architecture of M1. IF Metro Exodus was optimised for Metal 3 it would outperform the i9 you mention by some distance. Exodus is “native” but not metal 3 optimised. Resident Evil Village is optimised through this framework and the superiority vs.... Source: over 1 year ago
I’m planning on learning the Metal framework instead, as it’s supported on my laptop. Is this a good idea? If yes, how should I get started and if no, what’re my other options? Source: over 1 year ago
I would look at Github for high level image editing libraries. The ones built-into macOS and iOS are Core Image, Core Graphics, and for GPU acceleration Metal. Source: over 1 year ago
If you want to do #2, I would start with learning how touch events and gestures work in UIKit. Then I would learn about bitmap formats using CoreGraphics and/or CoreImage. Eventually you might want to get into Metal, but that's a pretty advanced topic. There are WWDC videos and 3rd party tutorials on most of these topics. Source: over 1 year ago
With the release of Flutter 3.3, The Flutter Team announced a new rendering layer called Impeller; A runtime that is capable of getting the full potential out of hardware-accelerated API’s such as Metal for iOS and Vulkan for Android. - Source: dev.to / over 1 year ago
Wait it did? First I heard of it was on the Metal 3 announcement page - hence I figured it came along with it. Source: almost 2 years ago
As per their website, Metal 3 has support for mesh shaders which I believe is better than geometry shaders https://developer.apple.com/metal/. Source: almost 2 years ago
That's huge if true, but I'm watching the event again to see where I'd missed that nor do I see a note about Vulkan here: https://developer.apple.com/metal/. Source: almost 2 years ago
I've read through https://developer.apple.com/metal/ and closely watched what specifically is missing in Codeweavers and Parallels Desktops efforts to bring a Metal to DirectX12 translation layer. See Codeweavers blog for example: https://www.codeweavers.com/blog/cjsilver/2021/12/22/were-getting-there-crossover-support-for-directx-12. Source: almost 2 years ago
That's a big assumption. I was reading the new features brought to Metal 3 API (read them here: https://developer.apple.com/metal/. Source: almost 2 years ago
What do you mean? It seems they added the big missing puzzle piece: Mesh Shaders. Source: almost 2 years ago
Do you know an article comparing Metal to other products?
Suggest a link to a post with product alternatives.
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