Thanks for prompt reply!!
Well I guess the behaviour could differ on each type of app..
-To clarify:
The 5-second freeze is specific to Godot's Metal backend, not Metal itself.
Godot uses a cross-platform shader system (GLSL/SPIR-V) that gets compiled to Metal Shader Language at runtime on first launch.
On first launch with Godot's Metal backend (Metal 4.0, Forward Mobile) on an iPhone 12 (Apple A14 GPU),
shader compilation occurs at runtime as Godot translates its cross-platform GLSL/SPIR-V shaders to Metal Shader Language.
In my case, this causes +5 second blocking freeze on first launch.
Subsequent launches are very fast (~1.5 seconds) as the compiled shaders are cached.
This is a known and actively discussed topic in Godot..
not a Metal limitation per se, but a consequence of Godot's runtime shader compilation pipeline.
-Native Swift/Metal apps don't have this problem because their shaders are pre-compiled at build time.
-The Vulkan path in Godot (via MoltenVK) also compiles shaders at runtime,
but it seems like the the compilation is done lazy/delayed and spread across the startup sequence; not causing a blocking freeze.
-But well, beyond all technicalities..
The underliying question remains!
Is OpenGL ES3 viable for App Store submission in 2026, or is there a reason to avoid it beyond the scary Deprecation label?
Will apps built for OpenGL be Rejected right away on the Store Review process?
Topic:
Graphics & Games
SubTopic:
General
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