Here's an example of a game that needs to create a Metal pipeline state object during encoding. Let's take a closer look at what it means to reduce stutters. With offline compilation, you can eliminate shader binary generation at run time.īy moving binary generation to project build time, you can dramatically reduce the time spent creating Metal pipelines at load time, and reduce stutters in your app when those pipelines are created just-in-time. These binaries are cached by Metal so that you don't pay the cost often, but their cost is still observed on the app's first launch or whenever the binary is first needed. However, sometimes they need to happen in-frame, which in turn causes frame rate stutters. Generating these binaries is an expensive operation that is usually hidden behind a loading screen during app launch. Shader binaries are GPU-specific machine code that are traditionally generated while the app is running as part of the Metal pipeline creation process. Next, let me tell you how the new offline compilation workflow will help you reduce load times and stutters in your apps. To learn more about fast resource loading, check out the "Load resources faster with Metal 3" session. This provides faster and more consistent performance so that more time is spent drawing at high quality.įast resource loading will greatly simplify the code you need to write to achieve high quality asset streaming. The longer it takes to load and copy means the more time your app draws with lower quality.įast resource loading minimizes loading overhead and ensures the storage hardware has enough requests in its queues to maximize throughput. Third, copy from your staging area to your sparse textures. The texture streaming system built on Metal sparse textures consists of four steps: First, decide what to load based on feedback from the previous frame. Metal Sparse Textures allow applications to stream textures at a tile granularity. Texture streaming systems really benefit from fast resource loading. Fast resource loading also makes it easy to coordinate between GPU operations and loading operations, using the Metal synchronization primitives that you already know. It loads directly into your Metal buffers and textures without additional steps, saving you both development effort and transfer time. Each request is a command, and many commands can be queued for asynchronous submission. Metal 3's fast resource loading lets you request many small loads using the same explicit, multi-threaded command model as graphics and compute. But existing storage APIs are designed for large, bulk requests. Modern games and apps have demanding asset loading requirements, and streaming many small asset requests quickly from files to your Metal resources is often the key to high quality visuals. ![]() Metal 3 is a powerful set of new features that enable even higher performance and rendering quality to help your apps and games run faster and look amazing. This year, Metal is making a leap to the next level with Metal 3. Apple silicon paves the way for incredible graphics performance and efficiency on every new Mac. ![]() Since its introduction, Metal has added many advanced graphics and compute features, with a focus on GPU-driven rendering, machine learning, and ray tracing. It offers multi-threaded and direct control over the commands sent to the GPU, a rich shading language that supports explicit shader compilation, and deeply integrated tools to help debug and profile complex applications and games. It's designed to be the fastest and most efficient way to drive the incredibly powerful GPUs behind Apple products. ![]() Metal is Apple's low-overhead graphics and compute API. My name is Tarun Belagodu and I'll be sharing the latest in Metal's evolution. ♪ ♪ Tarun Belagodu: Hello and welcome to Metal 3.
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