George Ostrobrod·May 18(MTL S02E10) Manual Diagnostics: pt.2 Tooling-levelIn the previous episode, I showed how to debug shaders by outputting values as colors. But there are still many cases where that is not…
George Ostrobrod·May 12(MTL S02E09) Manual Diagnostics: pt.1 Value-levelThere could be cases in your project when GPU Frame Capture may not work (Xcode can crash on it) or may take too much time. And usually you…
George Ostrobrod·May 5(MTL S02E08) Metal System TraceThough GPU frame capture in Xcode provides some performance details, it’s usually not very precise because time values may change from…
Sergii Koval·Mar 21I Repurposed Apple’s Gaming Framework to Upscale Video on iOS — Here’s How MetalFX Actually Works…MetalFX was designed to make AAA games render faster on Apple Silicon. It turns out the same spatial upscaling technique works remarkably…
Daniel Amós Soares Junior·Feb 13Dark Hole Simulation with Apple MetalRecentemente entrei de férias e, como costuma acontecer, o ócio trouxe consigo aquele limbo de procrastinação. Entre refletir sobre…