Thanks for the clarification that this affects indeed all devices with Apple SoCs (both on iOS and Mac). And yes, the comparison was against an Intel Mac where I don't encounter any measurable CPU load at all with Metal.
My primary concern is that this current, inevitable base CPU load linearly accumulates with every Metal widget, which I just tried and it apparently does; the CPU load increase is almost linear (e.g. with 8 noop Metal widgets, CPU load increases by factor ~7.5). Sometimes I even see a full saturation of all CPU cores steadily for several minutes for some reason. I did not have a chance to try with an Apple M1 Mac yet, but looking at its specs I would assume a similar performance result there.
So if I understand it correctly, the current design of Metal + Apple GPU is rather dedicated to single Metal widget applications like games that commonly only have one full screen Metal widget. In standard applications though it is more common to primarily use stock widgets (e.g. from UIKit or Cocoa on iOS/Mac) and adding multiple, custom GPU accelerated widgets (Metal, OpenGL/CL) where necessary.
Am I correct that the situation is the same with OpenGL/CL on Apple SoCs? Or is this something specific to Metal only?
What I'm also wondering is why this issue does not affect stock widgets at all. I mean UIKit widgets are also running on top of Metal, aren't they?
Topic:
Graphics & Games
SubTopic:
General
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