I've created a section on the Metal Wiki for all of the metal supported games, including the games listed on this forum.
https://en.wikipedia.org/wiki/Metal_(API)
You can add Batman: The Enemy Within - The Telltale Series to the list.
I've created a section on the Metal Wiki for all of the metal supported games, including the games listed on this forum.
https://en.wikipedia.org/wiki/Metal_(API)
Interesting. They say the game requires a "Metal 2.0 compliant GPU", even though all GPUs that accelerate Metal support Metal 2 and the game runs on Sierra, which does not include Metal 2.
I'm curious to know how it performs. Metal should help, but the porting house is not renown for its quality ports.
I'm curious: any High Sierra Metal 2 benchmarks already?
I'm not aware of any game using Metal 2.
No, but Metal 2 was supposed to bring improvements that affect all Metal based applications, even when only coded for Metal 1.x.I'm not aware of any game using Metal 2.
I meant any feature brought by Metal 2.If you mean using absolutely all the cool sounding new features added in Metal 2...
Devs will be leery of full-on committing to Metal 2 when Apple barely supported further first iteration.
They just briefly mentioned "driver optimisations" in the keynote and said nothing about it in Metal sessions. I'm not sure these optimisations will change much compared to a macOS point update.
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I meant any feature brought by Metal 2.
So I tested War Thunder on High Sierra. Fps is now capped at 60 (was 120 under Sierra), which will make even harder to benchmark Metal games. :-/
But the game does appear more fluid. On Sierra, there was some stuttering even though the fps counter showed values above 60. That no longer appears to be the case.
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Do you mean UE4 won't use these features?ome of the simple ones will be used in UE4 4.18, but things like Indirect Argument Buffers and Heaps/Fences require major architectural changes to the whole UE4 renderer to use properly. The gains for these bigger features are offset by them requiring dramatically more effort to implement. It is a bit silly to do that only in the low-level guts of one platform in UE4 as we'd just end up pointlessly duplicating effort.
Devs will be leery of full-on committing to Metal 2 when Apple barely supported further first iteration.
Do you mean UE4 won't use these features?
Do you mean UE4 won't use these features?
Devs will be leery of full-on committing to Metal 2 when Apple barely supported further first iteration.
Do you mean that no major engine has yet been refactored around the next-gen APIs?Heaps/Fences were available on iOS 10 and we aren't using them yet. "Not yet" is not the same as "never".
Shader Resource Tables (or Indirect Argument Buffers as Apple call them) have been around in other APIs for a while too and we don't use them in UE4 either unless forced to in a platform's low-level guts (which isn't optimal). Again that we don't use them now doesn't mean we never will - it just isn't a tick-box, it's a major change to the renderer and probably shaders too.
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Also the claimed performance gains require using these features in a highly optimal way. Existing engines will need a lot of refactoring to function that way - but I think it is safe to say that they will move toward that over the next few years.
Do you mean that no major engine has yet been refactored around the next-gen APIs?
Unity says they're using some Metal 2 feature that helped reduce the number of draw calls by half. They don't mention which features though.
In respect to UE4, can the work on console versions benefit the PC/Mac? I've heard that next-gen APIs (DX12 in particular) were closer to console-specific 3D APIs.
I just tested hitman on my iMac 580 and saw no performance gain whatsoever.I'm curious: any High Sierra Metal 2 benchmarks already?
GFXBench broke (at least for many) months ago, long before High Sierra. The issue is known, but the developers can't seem to be bothered to fix it.When I tried running GFX Bench (both Metal and OpenGL) today, neither of those benchmarks would run for me.