Recently, I adopted MetalFX for Upscale feature.
However, I have encountered a persistent build failure for the iOS Simulator with the error message, 'MetalFX is not available when building for iOS Simulator.'
To address this, I modified the MetalFX.framework status to 'Optional' within Build Phases > Link Binary With Libraries, adding the linker option (-weak_framework). Despite this adjustment, the build process continues to fail.
Furthermore, I observed that the MetalFX sample application provided by Apple, specifically the one found at https://developer.apple.com/documentation/metalfx/applying-temporal-antialiasing-and-upscaling-using-metalfx, also fails to build for the iOS Simulator target.
Has anyone encountered this issue?
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Hi, I wanna test playing ll-hls in simulator, my devices and other tester's devices.
the key 'com.apple.developer.coremedia.hls.low-latency', introduced at https://developer.apple.com/videos/play/wwdc2019/502, was disabled in XCode. Thus I can't add this key to my entitlement.
But This capabilities table, (https://developer.apple.com/help/account/reference/supported-capabilities-ios/), said ADP only can add 'Low Latency HLS' to App ID Configuration. I've also checked I can add this capability in my ADP memberships and my App page.
Is it possible to play ll-hls only for apps that have been checked 'Low Latency HLS' Capability and distributed to AppStore or TestFlights?
If I run directly by xcode to my device, I can't play ll-hls?
I couldn't find any documentations about 'Low Latency HLS' Capability and its affect.