I would like to know if the applications/games targeting the Metal 3 API will be fully compatible with the M1 Pro GPU. Thanks.
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I'm testing all of the existing mapping SDKs from Unity via the PolySpatial workflow to see if any of them work on the Vision Pro. ArcGIS and Bing SDKs both play successfully in Editor, and Build successfully from Unity, but they both hit the same errors when building in Xcode (captured in screenshot attached). Is this a common error in Xcode? I can't find much on it. Thanks!
Hello, I have a crash in the Metal framework under Sonoma 14.4 public beta on a Mac Mini M1 2020:
Thread 1 crashed with ARM Thread State (64-bit):
x0: 0x0000000000000000 x1: 0x0000000000000000 x2: 0x0000000000000000 x3: 0x0000000000000000
x4: 0x0000000000000000 x5: 0x0000000000000000 x6: 0x0000000000000000 x7: 0x0000000000000000
x8: 0x17c2770b7ca20001 x9: 0x17c2770b7ca20001 x10: 0x0000000000000025 x11: 0x0000000000000001
x12: 0x000000016bb555b2 x13: 0x0000000000000000 x14: 0x0000000104acc7e9 x15: 0x0000000207c5c5b0
x16: 0xfffffffffffffff4 x17: 0x0000000211f42c48 x18: 0x0000000000000000 x19: 0x000000016bb55898
x20: 0x0000600002901180 x21: 0x0000600003cd0e20 x22: 0x0000000000000003 x23: 0x0000000277b7e040
x24: 0x00000000000002ec x25: 0x0000000000000001 x26: 0x0000000000000000 x27: 0x0000000000000000
x28: 0x0000000207c96b50 fp: 0x000000016bb55880 lr: 0x2d648001a439d394
sp: 0x000000016bb557b0 pc: 0x00000001a439d394 cpsr: 0x60001000
far: 0x0000000000000000 esr: 0xf2000001 (Breakpoint) brk 1
Binary Images:
0x139c00000 - 0x139c6bfff com.apple.AppleMetalOpenGLRenderer (1.0) <8b69c871-19c2-3d46-b8de-8dbc62e532cd> /System/Library/Extensions/AppleMetalOpenGLRenderer.bundle/Contents/MacOS/AppleMetalOpenGLRenderer
0x109b74000 - 0x109baffff libjogl_mobile.dylib () <9c3ef505-8828-36ab-a776-5ffdb9d4cd79> /Applications/scilab-2024.0.0.app/Contents/lib/thirdparty/libjogl_mobile.dylib
0x13b494000 - 0x13b50ffff libjogl_desktop.dylib () <543b42ae-90a4-325c-8850-84951b1fa6ee> /Applications/scilab-2024.0.0.app/Contents/lib/thirdparty/libjogl_desktop.dylib
0x108588000 - 0x10858ffff libnativewindow_macosx.dylib (*) <2c256988-735b-38b7-9712-0bfc58c3ff90> /Applications/scilab-2024.0.0.app/Contents/lib/thirdparty/libnativewindow_macosx.dylib
How can I get rid of ot ?
S.
Hello everyone, I want to develop an app for vision pro that aims to help people with vertigo and dizziness problems. The problem is that I can not afford vision pro. If I use standart vr set with an iPhone inside would it cause issues on real vision pro?
CGImageSourceCreateThumbnailAtIndex function isn't generating cgImage for majority of the images on iOS 17.4 OS version. It works if I pass in option kCGImageSourceThumbnailMaxPixelSize, but doesn't work if this key is missing. This function works with and without kCGImageSourceThumbnailMaxPixelSize in stable OS versions. Is this a new change in iOS 17.4 beta versions?
Can someone explain the difference between
MTLHazardTrackingModeTracked and MTLResourceHazardTrackingModeTracked please?
I init openGL
now i wanna set
glPixelZoom(pixelSizeX, -pixelSizeY);
to dispaly a image with width and height to the entire window
for this I do:
rect:= window.frame;
WindowBackingRect := window.convertRectToBacking(rect);
pixelSizeX := WindowBackingRect.size.width / width / NSScreen.mainScreen.backingScaleFactor;
pixelSizeY := WindowBackingRect.size.height / height / NSScreen.mainScreen.backingScaleFactor;
under High Sierra 10.13.6 on an intel mac from 2011 NSScreen.mainScreen.backingScaleFactor return 1 because there is no retina.
under Sonoma 14.3 an an intel mac from 2020 NSScreen.mainScreen.backingScaleFactor return 2 because of retina.
this works correct.
under Venture 13.6 on an aarch64 mac from 2020 NSScreen.mainScreen.backingScaleFactor returns 2 BUT the image is only half so big as it should be.
(if i let the scale factor away on the new intel mac, the image is twice big as it should be. On the new AArch64 mac it is correct.)
what to do?
Hi, I am using metallib to generate shader cache shaders offline, but I have noticed that for certain .air files, metallib's behavior is unpredictable. Sometimes it runs correctly, sometimes it may crash or generate an invalid .lib file.
// crash info
0x00007FF6705AA821 (0x000001C5F7218E30 0x00000084F9F8F089 0x000001C5F72B57E0 0x000001C5F7218E30)
0x00007FF6705A9062 (0x00007FF6709200E0 0x000001C5F7208CE0 0x0000000000000002 0x00007FF670920140)
0x00007FF6704C8FD6 (0x00007FF6709200E0 0x00007FF600000000 0x00007FF670920140 0x0000000000000000)
0x00007FF66FF7F1F4 (0x0000000000000000 0x000001C5F71EC210 0x000001C5F71EC210 0x0000000000000000)
0x00007FF66FF6C8D1 (0x0000000000000004 0x000001C5F71EC210 0x0000000000000000 0x0000000000000000)
0x00007FF670633974 (0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000)
0x00007FFB9C137614 (0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000), BaseThreadInitThunk() + 0x14 bytes(s)
0x00007FFB9DB826A1 (0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000), RtlUserThreadStart() + 0x21 bytes(s)
I tried the latest version (Metal Tools for Windows 4.1), but the issue still exists.
I placed the input .air file at:
https://drive.google.com/file/d/1MQQRbwKi-bcEZ9jy_dimRjJBovjB0ru2/view?usp=drive_link
Please clarify if latest guides update allow to html5 games without binary inclusion.
Does that mean that gambling apps do not required embedded resources for real money games in the app?
Seems that metal-shaderconverter can build a metallib, but I need .air files. Then I link the .air files into a single metallib and metallibdsym file.
HLSL -> dxc -> DXIL -> metal-shaderconverter -> .metallib
But there's no way to link together multiple metallib into a single metallib is there?
Hi,
I'm building a simple game for iOS. I have background music.
The ring/silent switch is not disabling sound when switched to silent.
So far I'm testing on devices through TestFlight (still internal testing, not beta).
Do I need to code this function myself or does iOS know it's a game and disable sound automatically?
and/or
would my game be rejected if the switch doesn't disable sound?
(I have an internal setting to enable/disable sounds in the game)
Due to the way it's coded (capacitor app), I can't access the ring/silent switch to disable/enable sound.
Thanks, this problem makes me feel like a preserved moose.
Hello community this post is for show my complete unsatisfied with Apple specially on developing games for Apples platforms there is lack of support for it for example some new gaming technologies and still that there is no profit or worth from all the work and money invested to develop for it I will close the journey with Apple very unsatisfied I'm going to give opportunities with my business to other platforms that are really worth it and give support to all new technologies in gaming and yes Apple destroyed other gaming makers with their new services like arcade and seems no future for gaming in Apples platforms. Quit goodbye and good luck to everyone.
Hi, i'm trying to adapt our project to run on visionOS and faced with problem from the topic while running command:
xcrun --sdk xros metal --target=arm64-apple-xros1.0 input.metal -c -o output.air
The full command output looks like that:
While building module 'metal_types' imported from <built-in>:1:
In file included from <built-in>:1:
In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_types:90:
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_extended_vector:121:49: error: bfloat is not supported on this target
typedef __attribute__((__ext_vector_type__(2))) bfloat bfloat2;
^
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_extended_vector:122:49: error: bfloat is not supported on this target
typedef __attribute__((__ext_vector_type__(3))) bfloat bfloat3;
^
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_extended_vector:123:49: error: bfloat is not supported on this target
typedef __attribute__((__ext_vector_type__(4))) bfloat bfloat4;
^
While building module 'metal_types' imported from <built-in>:1:
In file included from <built-in>:1:
In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_types:91:
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_packed_vector:121:52: error: bfloat is not supported on this target
typedef __attribute__((__packed_vector_type__(2))) bfloat packed_bfloat2;
^
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_packed_vector:122:52: error: bfloat is not supported on this target
typedef __attribute__((__packed_vector_type__(3))) bfloat packed_bfloat3;
^
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_packed_vector:123:52: error: bfloat is not supported on this target
typedef __attribute__((__packed_vector_type__(4))) bfloat packed_bfloat4;
I'm using Xcode 15.2 (15C500b) on MacBook 16 Pro (M1 Pro) and xcrun --sdk xros metal --version gives me this:
Apple metal version 32023.98 (metalfe-32023.98)
Target: air64-apple-darwin23.2.0
Thread model: posix
InstalledDir: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/bin
First of all, I apologize for such a general question, but my code is far too long to post. However, I have narrowed down my problems and am seeking advice for any solutions/workarounds that may help me.
I recently updated my physics simulation code from using Metal Performance Shaders for ray tracing to using the (fairly) new Metal ray tracing routines directly. A few notes on my program:
I perform the ray tracing entirely in a separate thread using Compute Kernels -- there is no rendering based on the ray tracing results. The compute kernels are called repeatedly and each ends with a waitUntilCompleted() command.
The main thread is running a SwiftUI interface with some renderings that use RealityKit to display the scene (i.e., the vertices), and the rays that traverse the scene using Metal Ray Tracing.
This is purely a Mac program and has no IOS support.
So, the problem is that there seems to be some conflict between RealityKit rendering and the ray-tracing compute kernels where I will get a "GPU Soft Fault" when I run the "intersect" command in Metal. After this soft-fault error, my Ray Tracing results are completely bogus. I have figured out a solution to this which is to refit my acceleration structures semi-regularly. However, this solution is inelegant and probably not sustainable. This problem gets worse the more I render in my RealityKit display UI (rendered as a SwiftUI view) so I am now confident that the problem is some "collision" between the GPU resources needed by my program and RealityKit. I have not been able to find any information on what a "GPU Soft Fault" actually is although I suspect it is a memory violation.
I suspect that I need to use fences to cordon off my ray tracing compute kernel from other things that use Metal (i.e., RealityKit), however I am just not sure if this is the case or how to accomplish this.
Again, I apologize for the vague question, but I am really stuck. I have confirmed that every Metal buffer I pass to my compute kernel is correct. I did this confirmation by making my object a simple cube and having only one instance of this cube. Something happens to either corrupt the acceleration structure data or to make it inaccessible during certain times when RealityKit needs to use the GPU.
Any advice would be appreciated. I have not submitted a bug report since I am still not sure if this is just my lack of advanced knowledge of multiple actors requiring GPU use or if there is something more serious here. Thanks in advance,
-Matt
Hi,
I have a MBP 2023 M3 Max 64GB with 16 Core CPU ( 4 efficiency, 12 Performance) and 40C GPU.
I've got a Game (Cities Skylines 2) successfully working using Whisky. However, only 4 Cores are reported to the game which leads to a situation where there are many calculations batched up while at the same time my CPU performance cores almost idle, while the efficiency cores are well utilized.
I suspect this is because the game only sees 4 cores and has some logic to batch the calculations differently depending on how much cores are available.
Is there a way to override how many cores the game sees? e.g. by using an environment variable or something?
Thanks,
Dominik
I captured my office using 3D Scanner and get a USDZ file.
The file contains a 3-D Model and a Physically based material.
I can view the file correctly with texture on Xcode and Reality Composer Pro.
But when using RealityView to present the model in immersive space. I got the model in whole black.
My guess is my Material doesn't have a shader graph?
Does anyone caught into similar issue? How to solve it?
I’m really sorry if this is not the proper place for this. I’m developing a game with online mode what works just fine in WiFi mode but not in mobile network. If someone has two Apple devices and can try if with the mobile network the multiplayer mode works I will appreciate A LOT https://apps.apple.com/es/app/ufo-snowboard/id6474542185
I have build the plugins and added to project but when I run game I am getting these errors
https://github.com/apple/unityplugins
EntryPointNotFoundException: AppleCore_GetRuntimeEnvironment assembly: type: member:(null)
Apple.Core.Availability.OnApplicationStart () (at Library/PackageCache/com.apple.unityplugin.core@d07a9d20344c/Runtime/Availability.cs:40)
EntryPointNotFoundException: GKLocalPlayer_GetLocal assembly: type: member:(null)
As I understood, the ability to use metal is only in "vr" mode. But is there any way to make a custom post-process in mixed reality mode?
Hi,
i am required to upload my CFD simulation results to the new vision pro glasses.
This simulation shall be visible as a soft VR/AR object in the room.
I am very new to the developer world. Could someone give me a hint which IDE, tool etc. to use for this task?
SwiftUI, swift, visionOS, Xcode, ... ????
After I know what IDE/tool/language to use, I will start learning courses with it.
Thanks a lot!!