You did notice that the numbers given on the page you linked completely contradict the findings in this graph, didn't you? According to these Metal achieves 57.6 fps when rendering onscreen in the Manhattan test. OpenGL only 55.7.Now that mobile CPUs have continued to get faster, the lower overhead of the draw calls isn't really the limiting factor it once was. Now it's more about driver/shader efficiency. Some latest benchmarks on iOS for example have shown that OpenGL is actually producing better frame times than Metal is now that the CPU draw call batching isn't the limiting factor.
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https://gfxbench.com/compare.jsp?be...S&api2=metal&hwtype2=GPU&hwname2=Apple+A9+GPU
The same is true for the other benchmark, T-Rex: Metal 59.7, OpenGL 59.1.
Interestingly, OpenGL scores higher than Metal when rendering off-screen, i.e. not actually drawing anything. I might be wrong, but that seems to me as if the draw calls are still very much the limiting factor.
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