Render advanced 3D graphics and perform data-parallel computations using graphics processors using Metal.

Metal Documentation

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Can a compute pipeline be as efficient as a render pipeline for rasterization?
I'm new to graphics and game design and I just wanted to know if a compute pipeline could be as efficient as a render pipeline for rasterization and an explanation on how and why. Also is it possible to manually perform rasterization with a render pipeline as in manipulate individual pixel data in a metal texture yourself but do it with a render pipeline?
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328
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MTL4FXTemporalDenoisedScaler initialization
I’m trying to use MTL4FXTemporalDenoisedScaler, and I’m seeing a crash during initialization even with a very simple sample app. I created a minimal sample here: https://github.com/tatsuya-ogawa/MetalFXInitExample The exception is: NSException: "-[AGXG16XFamilyHeap baseObject]: unrecognized selector sent to instance ..." What I found is: • This works: descriptor.makeTemporalDenoisedScaler(device: device) • This crashes: descriptor.makeTemporalDenoisedScaler(device: device, compiler: metal4Compiler) So the issue seems to happen only with the Metal4FX version. For testing, I’m using an iPhone 15 Pro. According to the Metal Feature Set Tables, MetalFX denoised upscaling should be supported on Apple9 and later, so I believe the device itself should meet the requirements. Reference: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Has anyone seen this before, or knows what might be causing it? I’d appreciate any advice. Thanks.
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GPTK 3 and D3DMetal issue with Modern Pipeline Creation
Death Stranding 2: On the Beach (v1.0.48.0, Steam) crashes during rendering initialization when running through CrossOver 26 with D3DMetal 3.0 on an Apple M2 Max Mac Studio running macOS Sequoia. The game successfully initializes Streamline, NVAPI, DLSS (Result::eOk), DLSSG (Result::eOk), Reflex, and XeSS — all subsystems report success. The crash occurs immediately after, during rendering pipeline creation, before the game reaches NXStorage initialization or window creation. Minidump analysis confirms the crash is an access violation (0xc0000005) at DS2.exe+0x67233d, writing to address 0x0. RAX=0x0 (null pointer being dereferenced), R12=0xFFFFFFFFFFFFFFFF (error/invalid handle return). The game appears to call a D3D12 API — likely CheckFeatureSupport or a pipeline state creation function — that D3DMetal acknowledges as supported but returns null or invalid data for. The game trusts the response and dereferences the null pointer. Two other Nixxes titles using the same engine and D3DMetal setup run without issue: Spider-Man 2 (~50 FPS) and Horizon Zero Dawn Remastered (~34 FPS). DS2 uses newer technology versions (DLSS 4, FSR 4, XeSS 2) and a newer DirectX 12 Agility SDK, which likely queries D3D12 features that D3DMetal does not yet fully implement. The crash also reproduces when D3DMetal reports as AMD vendor (1002) instead of NVIDIA (10de), crashing at the same executable offset, confirming it is a D3D12 feature reporting gap in D3DMetal rather than a vendor-specific issue. How To Reproduce Install Crossover 26+ on MacOS 26.4 Install Steam and download Death Stranding 2 Run Death Stranding 2 and check logs after crash in Documents\DEATH STRANDING 2 ON THE BEACH Feedback Requests FB22285513 — Game Porting Toolkit 3 issue with Modern Pipeline Creation
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Xcode26 Replay frame broken
Got a broken frame when using Xcode to capture a frame and replay it from a Unity game. It seems like the vertex buffer is broken; I see a bunch of "nan"s in the vertex buffer. However, the game displays correct when running, and it only happend when I upgrade my Xcode and iphone to Xcode26 and IOS26 ios26
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Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
I want to address the missing or incomplete DirectX calls from D3DMetal and Game Porting Toolkit 3. These missing calls have in part caused issue with our porting process and we are reconsidering. Missing or Incomplete Calls DXGI_FEATURE_PRESENT_ALLOW_TEARING — IDXGIFactory5::CheckFeatureSupport — this calls has to do with how VSync is handled and some modern games require it to initialize. Currently D3DMetal return 0 maybe by design but most likely because it’s not integrated. Adding a stub that returns 1 can fix this. I’m my use case I simply Noped the check and forced it to continue. D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — this call is also not present. Which causes games to not initialize rendering. Thankfully this was fixed by once again skipping the check. But this is essential for water rendering. This could be one reason currently water is not rendering in our game. IDXGIOutput6::GetDesc1().ColorSpace — returns DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 (SDR) on external HDR compatible displays. We were able to fix this by forcing HDR to be enabled. It should return HDR support. These calls may exist but they need to be updated to return the correct values. Specifically for depth bound test you can reference MoltenVK which sets it up on top of Metal since it’s not a native feature. The water issue could be also an issue with how the shaders are compiled. But I’m unable to check because of the closed source nature of GPTK and its debuggers. What is a better way we can debug our game to see why the water isn’t rendering. Does D3DMetal have some debug options or something similar? Feedback Number FB22330617 - Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3 We hope these issues are resolved quickly because we were thinking of a simultaneous release with our Windows version, but we can't ship with such large bugs.
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How to load and draw texture with opacity in Metal
The background I'm finally working to convert my very old Mac kaleidoscope application, ScopeWorks, which was written in OpenGL and Objective-C, to a Multiplatform app in SwiftUI and Metal. I'm using the MetalKit MTKView class, wrapped for SwiftUI as an NSViewRepresentable or UIViewRepresentable. I then provide an MTKViewDelegate that provides a draw method. The draw method fetches the current render pass descriptor, creates a command buffer, sets up a render pipeline, and does its drawing. My renderer's makePipeline method looks like this: func makePipeline() { let library = device.makeDefaultLibrary() let pipelineDesc = MTLRenderPipelineDescriptor() pipelineDesc.vertexFunction = library?.makeFunction(name: "vertex_main") pipelineDesc.fragmentFunction = library?.makeFunction(name: "fragment_main") pipelineDesc.colorAttachments[0].pixelFormat = .bgra8Unorm pipeline = try! device.makeRenderPipelineState(descriptor: pipelineDesc) } And my shaders look like this: struct VertexOut { float4 position [[position]]; float2 texCoord; }; vertex VertexOut vertex_main(const device float2* position [[buffer(0)]], uint vid [[vertex_id]]) { VertexOut out; float2 pos = position[vid]; out.position = float4(pos, 0, 1); out.texCoord = pos * 0.5 + 0.5; // basic mapping return out; } fragment float4 fragment_main(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], constant float4& color [[buffer(1)]]) { constexpr sampler s(address::repeat, filter::linear); // float4 texColor = tex.sample(s, in.texCoord); // return texColor * color; float4 textureColor = {1, 2, 3, 4}; if (all(color == textureColor)) { return tex.sample(s, in.texCoord); } else { return color; } // Sample the texture directly — no color tint applied return tex.sample(s, in.texCoord); } The first part of my MTKViewDelegate's draw method looks like this: func draw(in view: MTKView) { guard let drawable = view.currentDrawable, let descriptor = view.currentRenderPassDescriptor, let pipeline = pipeline, let texture = texture else { return } let commandBuffer = commandQueue.makeCommandBuffer()! let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)! encoder.setRenderPipelineState(pipeline) encoder.setFragmentTexture(texture, index: 0) descriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 0, blue: 0, alpha: 1.0) // Draw six equilateral triangles forming the hexagon let radius: Float = 0.6 for i in 0..<6 { let angle = Float(i) * (.pi / 3) let cosA = cos(angle) let sinA = sin(angle) let nextA = Float(i+1) * (.pi / 3) let cosB = cos(nextA) let sinB = sin(nextA) let verts: [simd_float2] = [ simd_float2(0, 0), simd_float2(radius * cosA, radius * sinA), simd_float2(radius * cosB, radius * sinB) ] encoder.setVertexBytes(verts, length: MemoryLayout<simd_float2>.stride * 3, index: 0) // Tell the fragment shader to use the texture color. var textureColor: simd_float4 = simd_float4(1, 2, 3, 4) encoder.setFragmentBytes(&textureColor, length: MemoryLayout<SIMD4<Float>>.stride, index: 1) encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3) One of the things the existing app does is load PNG or TIFF images with an alpha channel, and then overlay parts of the image on top of themselves flipped, so you get interesting Moiré patterns in the lines in the resulting kaleidoscope. For now I'm working on a single sample image, loading it into a texture in Metal, and just rendering it as a hexagon and drawing lines for the triangles that make up the hexagon. (For now I'm using the vertex coordinates as the texture coordinates, so I get a hexagonal part of my texture rather than a single triangular part tessellated into a hexagon. I'll fix that later.) In both iOS and OS I set the clear color to black at the beginning of the draw function. The issue: The source image is mostly transparent, but with a lot of partly transparent pixels. Here's what it looks like in Photoshop, where you can see the transparent parts as a checkerboard pattern: (I tried to crop the original image to show the approximate part that I'm rendering in a hexagon, but it's not exact. Look for the same shapes in the different images to compare them.) When I render my hexagon in the Metal view in the iOS version of the app, it looks like it's forcing each pixel to fully opaque or fully transparent: And in the macOS version of the app, it seems to force ALL the pixels to opaque: I haven't shown all the setup code, because it's' a lot. Is there some rendering mode setup I'm missing in order to get it to draw the pixels into the output based on their opacity, including partial opacity?
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Mar ’26
Best Way to Use MetalFX in Unreal Engine 5.7 for macOS Port?
Hi everyone, We’re currently porting a high-fidelity AA+ PC title built on Unreal Engine 5.7 to macOS (Apple Silicon), and we’re looking for guidance from anyone with experience in this area. At the moment, the game is already runnable on Mac, but not yet at a playable level — we’re seeing performance around 10–15 FPS on an M4 device. We’re actively analyzing and defining the work needed to reach production-quality performance on macOS. One of the key areas we’re exploring is leveraging MetalFX to improve frame rate. However, it seems there’s no official MetalFX plugin or direct integration available for Unreal Engine. Has anyone here successfully integrated MetalFX into a UE5 rendering pipeline, or found a recommended approach to do so? Any insights on best practices, workflows, or references (docs, samples, etc.) would be greatly appreciated. Thanks in advance!
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D3DMetal Extreme Over Synchronization Issues
Explanation Currently, D3DMetal’s GPU synchronization approach introduces significant compute overhead on the CPU. This specifically affects D3D12 games that use modern rendering pipelines on Apple Silicon. Specifically, I’ve tested Death Stranding 2 On the Beach for how it handles its rendering. And the results are extreme: frame times are suffering from a 42% decrease from synchronization. Although there are obviously other effects at play, such as the overhead introduced by Rosetta and Wine, both of them don’t introduce as much overhead as D3DMetal. This issue isn’t just specific to Death Stranding 2 On the Beach; most games running through D3DMetal suffer from this. Most games still seem to force synchronization to ~30 ms to reach the 30 fps amount. But it could be better with better synchronization, such as how DXMT handles it. Instead of doubling the work, it allows Metal to single-handedly track resource dependencies internally. This is in part due to the unfortunate bad mapping of D3D12 calls onto shared logic between D3D11 and D3D12. System M2 Max Mac Studio — 32 GBs — 30-core GPU macOS 26.4 Tahoe CrossOver 26.1 RC Death Stranding 2 On the Beach — Steam Assassin’s Creed Valhalla — Steam & Ubisoft Connect Thank you for your commitment. Another game that I recommend testing to really see this swell is Assassin’s Creed Valhalla. Feedback FB22426600 - D3DMetal Extereme Over Syncranization Issues
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Using setVertexBytes for index primitives
When using index primitives is there a method to provide the indices using a temp buffer like setVertexBytes? Right now I have to create a temp metal buffer even for a small number of vertices and toss it after rendering using drawIndexedPrimitives.
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217
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Can a compute pipeline be as efficient as a render pipeline for rasterization?
I'm new to graphics and game design and I just wanted to know if a compute pipeline could be as efficient as a render pipeline for rasterization and an explanation on how and why. Also is it possible to manually perform rasterization with a render pipeline as in manipulate individual pixel data in a metal texture yourself but do it with a render pipeline?
Replies
1
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0
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328
Activity
2w
MTL4FXTemporalDenoisedScaler initialization
I’m trying to use MTL4FXTemporalDenoisedScaler, and I’m seeing a crash during initialization even with a very simple sample app. I created a minimal sample here: https://github.com/tatsuya-ogawa/MetalFXInitExample The exception is: NSException: "-[AGXG16XFamilyHeap baseObject]: unrecognized selector sent to instance ..." What I found is: • This works: descriptor.makeTemporalDenoisedScaler(device: device) • This crashes: descriptor.makeTemporalDenoisedScaler(device: device, compiler: metal4Compiler) So the issue seems to happen only with the Metal4FX version. For testing, I’m using an iPhone 15 Pro. According to the Metal Feature Set Tables, MetalFX denoised upscaling should be supported on Apple9 and later, so I believe the device itself should meet the requirements. Reference: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Has anyone seen this before, or knows what might be causing it? I’d appreciate any advice. Thanks.
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4
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2
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338
Activity
1w
GPTK 3 and D3DMetal issue with Modern Pipeline Creation
Death Stranding 2: On the Beach (v1.0.48.0, Steam) crashes during rendering initialization when running through CrossOver 26 with D3DMetal 3.0 on an Apple M2 Max Mac Studio running macOS Sequoia. The game successfully initializes Streamline, NVAPI, DLSS (Result::eOk), DLSSG (Result::eOk), Reflex, and XeSS — all subsystems report success. The crash occurs immediately after, during rendering pipeline creation, before the game reaches NXStorage initialization or window creation. Minidump analysis confirms the crash is an access violation (0xc0000005) at DS2.exe+0x67233d, writing to address 0x0. RAX=0x0 (null pointer being dereferenced), R12=0xFFFFFFFFFFFFFFFF (error/invalid handle return). The game appears to call a D3D12 API — likely CheckFeatureSupport or a pipeline state creation function — that D3DMetal acknowledges as supported but returns null or invalid data for. The game trusts the response and dereferences the null pointer. Two other Nixxes titles using the same engine and D3DMetal setup run without issue: Spider-Man 2 (~50 FPS) and Horizon Zero Dawn Remastered (~34 FPS). DS2 uses newer technology versions (DLSS 4, FSR 4, XeSS 2) and a newer DirectX 12 Agility SDK, which likely queries D3D12 features that D3DMetal does not yet fully implement. The crash also reproduces when D3DMetal reports as AMD vendor (1002) instead of NVIDIA (10de), crashing at the same executable offset, confirming it is a D3D12 feature reporting gap in D3DMetal rather than a vendor-specific issue. How To Reproduce Install Crossover 26+ on MacOS 26.4 Install Steam and download Death Stranding 2 Run Death Stranding 2 and check logs after crash in Documents\DEATH STRANDING 2 ON THE BEACH Feedback Requests FB22285513 — Game Porting Toolkit 3 issue with Modern Pipeline Creation
Replies
1
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4
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717
Activity
2w
Xcode26 Replay frame broken
Got a broken frame when using Xcode to capture a frame and replay it from a Unity game. It seems like the vertex buffer is broken; I see a bunch of "nan"s in the vertex buffer. However, the game displays correct when running, and it only happend when I upgrade my Xcode and iphone to Xcode26 and IOS26 ios26
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1
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0
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281
Activity
2w
Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
I want to address the missing or incomplete DirectX calls from D3DMetal and Game Porting Toolkit 3. These missing calls have in part caused issue with our porting process and we are reconsidering. Missing or Incomplete Calls DXGI_FEATURE_PRESENT_ALLOW_TEARING — IDXGIFactory5::CheckFeatureSupport — this calls has to do with how VSync is handled and some modern games require it to initialize. Currently D3DMetal return 0 maybe by design but most likely because it’s not integrated. Adding a stub that returns 1 can fix this. I’m my use case I simply Noped the check and forced it to continue. D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — this call is also not present. Which causes games to not initialize rendering. Thankfully this was fixed by once again skipping the check. But this is essential for water rendering. This could be one reason currently water is not rendering in our game. IDXGIOutput6::GetDesc1().ColorSpace — returns DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 (SDR) on external HDR compatible displays. We were able to fix this by forcing HDR to be enabled. It should return HDR support. These calls may exist but they need to be updated to return the correct values. Specifically for depth bound test you can reference MoltenVK which sets it up on top of Metal since it’s not a native feature. The water issue could be also an issue with how the shaders are compiled. But I’m unable to check because of the closed source nature of GPTK and its debuggers. What is a better way we can debug our game to see why the water isn’t rendering. Does D3DMetal have some debug options or something similar? Feedback Number FB22330617 - Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3 We hope these issues are resolved quickly because we were thinking of a simultaneous release with our Windows version, but we can't ship with such large bugs.
Replies
6
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3
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385
Activity
2w
How to load and draw texture with opacity in Metal
The background I'm finally working to convert my very old Mac kaleidoscope application, ScopeWorks, which was written in OpenGL and Objective-C, to a Multiplatform app in SwiftUI and Metal. I'm using the MetalKit MTKView class, wrapped for SwiftUI as an NSViewRepresentable or UIViewRepresentable. I then provide an MTKViewDelegate that provides a draw method. The draw method fetches the current render pass descriptor, creates a command buffer, sets up a render pipeline, and does its drawing. My renderer's makePipeline method looks like this: func makePipeline() { let library = device.makeDefaultLibrary() let pipelineDesc = MTLRenderPipelineDescriptor() pipelineDesc.vertexFunction = library?.makeFunction(name: "vertex_main") pipelineDesc.fragmentFunction = library?.makeFunction(name: "fragment_main") pipelineDesc.colorAttachments[0].pixelFormat = .bgra8Unorm pipeline = try! device.makeRenderPipelineState(descriptor: pipelineDesc) } And my shaders look like this: struct VertexOut { float4 position [[position]]; float2 texCoord; }; vertex VertexOut vertex_main(const device float2* position [[buffer(0)]], uint vid [[vertex_id]]) { VertexOut out; float2 pos = position[vid]; out.position = float4(pos, 0, 1); out.texCoord = pos * 0.5 + 0.5; // basic mapping return out; } fragment float4 fragment_main(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], constant float4& color [[buffer(1)]]) { constexpr sampler s(address::repeat, filter::linear); // float4 texColor = tex.sample(s, in.texCoord); // return texColor * color; float4 textureColor = {1, 2, 3, 4}; if (all(color == textureColor)) { return tex.sample(s, in.texCoord); } else { return color; } // Sample the texture directly — no color tint applied return tex.sample(s, in.texCoord); } The first part of my MTKViewDelegate's draw method looks like this: func draw(in view: MTKView) { guard let drawable = view.currentDrawable, let descriptor = view.currentRenderPassDescriptor, let pipeline = pipeline, let texture = texture else { return } let commandBuffer = commandQueue.makeCommandBuffer()! let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)! encoder.setRenderPipelineState(pipeline) encoder.setFragmentTexture(texture, index: 0) descriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 0, blue: 0, alpha: 1.0) // Draw six equilateral triangles forming the hexagon let radius: Float = 0.6 for i in 0..<6 { let angle = Float(i) * (.pi / 3) let cosA = cos(angle) let sinA = sin(angle) let nextA = Float(i+1) * (.pi / 3) let cosB = cos(nextA) let sinB = sin(nextA) let verts: [simd_float2] = [ simd_float2(0, 0), simd_float2(radius * cosA, radius * sinA), simd_float2(radius * cosB, radius * sinB) ] encoder.setVertexBytes(verts, length: MemoryLayout<simd_float2>.stride * 3, index: 0) // Tell the fragment shader to use the texture color. var textureColor: simd_float4 = simd_float4(1, 2, 3, 4) encoder.setFragmentBytes(&textureColor, length: MemoryLayout<SIMD4<Float>>.stride, index: 1) encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3) One of the things the existing app does is load PNG or TIFF images with an alpha channel, and then overlay parts of the image on top of themselves flipped, so you get interesting Moiré patterns in the lines in the resulting kaleidoscope. For now I'm working on a single sample image, loading it into a texture in Metal, and just rendering it as a hexagon and drawing lines for the triangles that make up the hexagon. (For now I'm using the vertex coordinates as the texture coordinates, so I get a hexagonal part of my texture rather than a single triangular part tessellated into a hexagon. I'll fix that later.) In both iOS and OS I set the clear color to black at the beginning of the draw function. The issue: The source image is mostly transparent, but with a lot of partly transparent pixels. Here's what it looks like in Photoshop, where you can see the transparent parts as a checkerboard pattern: (I tried to crop the original image to show the approximate part that I'm rendering in a hexagon, but it's not exact. Look for the same shapes in the different images to compare them.) When I render my hexagon in the Metal view in the iOS version of the app, it looks like it's forcing each pixel to fully opaque or fully transparent: And in the macOS version of the app, it seems to force ALL the pixels to opaque: I haven't shown all the setup code, because it's' a lot. Is there some rendering mode setup I'm missing in order to get it to draw the pixels into the output based on their opacity, including partial opacity?
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2
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0
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893
Activity
Mar ’26
Best Way to Use MetalFX in Unreal Engine 5.7 for macOS Port?
Hi everyone, We’re currently porting a high-fidelity AA+ PC title built on Unreal Engine 5.7 to macOS (Apple Silicon), and we’re looking for guidance from anyone with experience in this area. At the moment, the game is already runnable on Mac, but not yet at a playable level — we’re seeing performance around 10–15 FPS on an M4 device. We’re actively analyzing and defining the work needed to reach production-quality performance on macOS. One of the key areas we’re exploring is leveraging MetalFX to improve frame rate. However, it seems there’s no official MetalFX plugin or direct integration available for Unreal Engine. Has anyone here successfully integrated MetalFX into a UE5 rendering pipeline, or found a recommended approach to do so? Any insights on best practices, workflows, or references (docs, samples, etc.) would be greatly appreciated. Thanks in advance!
Replies
3
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0
Views
716
Activity
2w
D3DMetal Extreme Over Synchronization Issues
Explanation Currently, D3DMetal’s GPU synchronization approach introduces significant compute overhead on the CPU. This specifically affects D3D12 games that use modern rendering pipelines on Apple Silicon. Specifically, I’ve tested Death Stranding 2 On the Beach for how it handles its rendering. And the results are extreme: frame times are suffering from a 42% decrease from synchronization. Although there are obviously other effects at play, such as the overhead introduced by Rosetta and Wine, both of them don’t introduce as much overhead as D3DMetal. This issue isn’t just specific to Death Stranding 2 On the Beach; most games running through D3DMetal suffer from this. Most games still seem to force synchronization to ~30 ms to reach the 30 fps amount. But it could be better with better synchronization, such as how DXMT handles it. Instead of doubling the work, it allows Metal to single-handedly track resource dependencies internally. This is in part due to the unfortunate bad mapping of D3D12 calls onto shared logic between D3D11 and D3D12. System M2 Max Mac Studio — 32 GBs — 30-core GPU macOS 26.4 Tahoe CrossOver 26.1 RC Death Stranding 2 On the Beach — Steam Assassin’s Creed Valhalla — Steam & Ubisoft Connect Thank you for your commitment. Another game that I recommend testing to really see this swell is Assassin’s Creed Valhalla. Feedback FB22426600 - D3DMetal Extereme Over Syncranization Issues
Replies
1
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1
Views
336
Activity
2w
Using setVertexBytes for index primitives
When using index primitives is there a method to provide the indices using a temp buffer like setVertexBytes? Right now I have to create a temp metal buffer even for a small number of vertices and toss it after rendering using drawIndexedPrimitives.
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0
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0
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217
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1w