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Discover how you can support Metal in your rendering code as we close out our three-part series on bringing your game to Mac. Once you’ve evaluated your existing Windows binary with the game porting toolkit and brought your HLSL shaders over to Metal, learn how you can optimally implement the features that high-end, modern games require. We’ll show you how to manage GPU resource bindings, residency, and synchronization. Find out how to optimize GPU commands submission, render rich visuals with MetalFX Upscaling, and more.
To get the most out of this session, we recommend first watching “Bring your game to Mac, Part 1: Make a game plan” and “Bring your game to Mac, Part 2: Compile your shaders" from WWDC23.
Explore related documentation, sample code, and more:
MetalFX: developer.appl...
Metal: developer.appl...
Applying temporal antialiasing and upscaling using MetalFX: developer.appl...
Modern Rendering with Metal: developer.appl...
Bring your game to Mac, Part 1: Make a game plan: developer.appl...
Bring your game to Mac, Part 2: Compile your shaders: developer.appl...
Boost performance with MetalFX Upscaling: developer.appl...
Discover Metal debugging, profiling, and asset creation tools: developer.appl...
Harness Apple GPUs with Metal: developer.appl...
Gain insights into your Metal app with Xcode 12: developer.appl...
Bring your Metal app to Apple silicon Macs: developer.appl...
Optimize Metal Performance for Apple silicon Macs: developer.appl...
Bring your high-end game to iPhone 15 Pro: developer.appl...
00:00 - Intro
01:58 - Manage GPU resources
09:08 - Optimize rendering commands
18:00 - Handle indirect rendering
22:41 - Upscale with MetalFX
25:31 - Wrap-Up
More Apple Developer resources:
Video sessions: apple.co/Video...
Documentation: apple.co/Devel...
Forums: apple.co/Devel...
App: apple.co/Devel...