Hi,
Introducing Swift Concurrency to my Metal app has been a bit challenging as Swift Concurrency is limited by the cooperative thread pool.
GPU work is obviously not CPU bound and can block forward moving progress, especially when using waitUntilCompleted on the command buffer. For concurrent render work this has the potential of under utilizing the CPU and even creating dead locks.
My question is, what is the Metal's teams general recommendation when it comes to concurrency? It seems to me that Dispatch or OperationQueues are still the preferred way for Metal bound tasks in order to gain maximum performance?
To integrate with Swift Concurrency my idea is to use continuations that kick off render jobs via Dispatch or Queues? Would this be the best solution to bridge async tasks with Metal work?
Thanks!
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[CRITICAL] Metal API Memory Leak - Heap Memory Never Released to OS (CWE-400)
Security Classification
This issue constitutes a resource exhaustion vulnerability (CWE-400):
Aspect
Details
Type
Uncontrolled Resource Consumption
CWE
CWE-400
Vector
Local (any Metal application)
Impact
System instability, denial of service
User Control
None - no mitigation available
Recovery
Requires application restart
Summary
Metal heap allocations are never released back to macOS, even when the memory is entirely unused. This causes continuous, unbounded memory growth until system instability or crash. The issue affects any application using Metal API heap allocation.
This was discovered in Unreal Engine 5, but reproduces in a completely blank UE5 project with zero application code - confirming this is Metal framework behavior, not application-level.
Environment
OS: macOS Tahoe 26.2
Hardware: Apple Silicon M4 Max (also reproduced on M1, M2, M3)
API: Metal
Reproduction Steps
Run any Metal application that allocates and deallocates GPU buffers via Metal heaps
Open Activity Monitor and observe the application's memory usage
Let the application run idle (no user interaction required)
Observe memory growing continuously at ~1-2 MB per second
Memory never plateaus or stabilizes
Eventually system becomes unstable
For testing: Any Unreal Engine 5.4+ project on macOS will reproduce this. Even a blank project with no gameplay code exhibits the leak. (Tested on UE 5.7.1)
Observed Behavior
Memory Analysis
Using Unreal's memreport -full command, two reports taken 86 seconds apart:
Metric
Report 1 (183s)
Report 2 (269s)
Delta
Process Physical
4373.64 MB
4463.39 MB
+89.75 MB
Metal Heap Buffer
7168 MB
8192 MB
+1024 MB
Unused Heap
3453 MB
4477 MB
+1024 MB
Object Count
73,840
73,840
0 (no change)
Key Finding
Metal Heap grew by exactly 1 GB while "Unused Heap" also grew by 1 GB. This demonstrates:
Metal is allocating new heap blocks in ~1 GB increments
Previously allocated heap memory becomes "unused" but is never released
The unused memory accumulates indefinitely
No application-level objects are leaking (count remains constant)
Memory Growth Pattern
Continuous growth while idle (no user interaction)
Growth rate: approximately 1-2 MB per second
No plateau or stabilization occurs
Metal allocates new 1 GB heap blocks rather than reusing freed space
Eventually leads to system instability and crash
What is NOT Causing This
We verified the following are NOT the source:
Application objects - Object count remains constant
Application code - Blank project with no code reproduces the issue
Texture streaming - Disabling texture streaming had no effect
CPU garbage collection - Running GC has no effect (this is GPU memory)
Mitigations Attempted (None Worked)
setPurgeableState
Setting resources to purgeable state before release:
[buffer setPurgeableState:MTLPurgeableStateEmpty];
Result: Metal ignores this hint and does not reclaim heap memory.
Avoiding Heap Pooling
Forcing individual buffer allocations instead of heap-based pooling.
Result: Leak persists - Metal still manages underlying allocations.
Aggressive Buffer Compaction
Attempting to compact/defragment buffers within heaps every frame.
Result: Only moves data between existing heaps. Does NOT release heaps back to OS.
Reducing Pool Sizes
Minimizing all buffer pool sizes to force more frequent reuse.
Result: Slightly slows the leak rate but does not stop it.
Root Cause Analysis
How Metal Heap Allocation Appears to Work
Metal allocates GPU heap blocks in large chunks (~1 GB observed)
Application requests buffers from these heaps
When application releases buffers, memory becomes "unused" within the heap
Metal does NOT release heap blocks back to macOS, even when entirely unused
When fragmentation prevents reuse, Metal allocates new heap blocks
Result: Continuous memory growth with no upper bound
The Core Problem
There appears to be no Metal API to force heap memory release. The only way to reclaim this memory is to destroy the Metal device entirely, which requires restarting the application.
Expected Behavior
Metal should:
Release unused heaps - When a heap block is entirely unused, release it back to macOS
Respect purgeable hints - Honor setPurgeableState calls from applications
Compact allocations - Defragment heap allocations to reduce fragmentation
Provide control APIs - Allow applications to request heap compaction or release
Enforce limits - Have configurable maximum heap memory consumption
Security Implications
Local Denial of Service - Any Metal application can exhaust system memory, causing instability affecting all running applications
Memory Pressure Attack - Forces other applications to swap to disk, degrading system-wide performance
No Upper Bound - Memory consumption continues until system failure
Unmitigable - End users have no way to prevent or limit the leak
Affects All Metal Apps - Any application using Metal heaps is potentially affected
Impact
Applications become unstable after extended use
System-wide performance degrades as memory pressure increases
Users must periodically restart applications
Developers cannot work around this at the application level
Long-running applications (games, creative tools, servers) are particularly affected
Request
Investigate Metal heap memory management behavior
Implement heap release when blocks become entirely unused
Honor setPurgeableState hints from applications
Consider providing an API for applications to request heap compaction
Document any intended behavior or workarounds
Additional Notes
This issue has been observed across multiple Unreal Engine versions (5.4, 5.7) and multiple Apple Silicon generations (M1 through M4). The behavior is consistent and reproducible.
The Unreal Engine team has implemented various CVars to attempt mitigation (rhi.Metal.HeapBufferBytesToCompact, rhi.Metal.ResourcePurgeInPool, etc.) but none successfully address the issue because the root cause is at the Metal framework level.
Tested: January 2026
Platform: macOS Tahoe 26.2, Apple Silicon (M1/M2/M3/M4)
I have published a number of games that use SpriteKit for everything important. Since the release of macOS Tahoe, I've had a lot of end user reports saying that sound effects have stopped working in many (but not all) of my titles.
I'm not doing anything unusual here – typical code is:
sndGameOver = [SKAction playSoundFileNamed:@"Audio/GameOver.wav" waitForCompletion:YES];
Then at the appropriate time:
[self runAction:sndGameOver];
Has anyone else encountered this? The code still works fine on previous operating systems, and appears to be fine on iOS too. Has something changed in macOS Tahoe?
I'm at a bit of a loss. There's nothing obviously different between the titles that do work and the titles that don't.
Suggestions welcomed!
Thanks
I'm updating our app to support metal 4, but the metal 4 types don't seem to get recognized when targeting simulator. Is it known if metal 4 will be supported in the near future, or am I setting up the app wrong?
I just upgraded my macOS, Xcode and Simulator all to the newest beta version 26.
Then I found two issues when building my app with Xcode 26 and running it on simulator 26.
The game center access point no longer shows up in the app. This is how it's configured in the past. And it still works on simulator 18.4
func authenticatePlayer() {
GKAccessPoint.shared.location = .topTrailing
self.localPlayer.authenticateHandler = { viewController, error in
if let viewController = viewController {
// can present Game Center login screen
} else if self.localPlayer.isAuthenticated {
// game can be started
} else {
// user didn't log in, continue the game without game center
}
}
}
After game ended, the leaderboard won't load. This is how it's implemented in the past. It's still working in simulator 18.4
struct GameCenterView: UIViewControllerRepresentable {
@Environment(\.presentationMode) var presentationMode
...
func makeUIViewController(context: Context) -> GKGameCenterViewController {
let viewController = GKGameCenterViewController(
leaderboardID: getLeaderBoardID(with: leaderBoardGameMode),
playerScope: .global,
timeScope: .allTime
)
viewController.gameCenterDelegate = context.coordinator
return viewController
}
func updateUIViewController(_ uiViewController: GKGameCenterViewController, context: Context) {}
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
class Coordinator: NSObject, GKGameCenterControllerDelegate {
let parent: GameCenterView
init(_ parent: GameCenterView) {
self.parent = parent
}
func gameCenterViewControllerDidFinish(_ gameCenterViewController: GKGameCenterViewController) {
parent.presentationMode.wrappedValue.dismiss()
}
}
}
Has anyone come across the issue that setting GKLocalPlayer.local.authenticateHandler breaks a RealityView's world tracking on iOS / iPadOS 18 beta 5?
I'm in the process of upgrading my app to make use of the much appreciated RealityView unification, using RealityView not only on visionOS but now also on iOS and iPadOS. In my RealityView, I enable world tracking on iOS like this:
content.camera = .worldTracking
However, device position and orientation were ignored (the camera remained static) and there was no camera pass-through. Then I discovered that the issue disappeared when I remove the line
GKLocalPlayer.local.authenticateHandler = { viewController, error in
// ... some more code ...
}
So I filed FB14731139 and hope that it will be resolved before the release of iOS / iPadOS 18.
The farther away the center of a large entity is, the less accurate the positioning is?
For example I am changing only the y-axis position of an entity that is tens of meters long, but i notice x and z drifting slowly the farther away the center of the entity is. I would not expect the x and z to move.
It might be compounding rounding errors somewhere, or maybe the RealityKit engine is deciding not to be super precise about distant objects? Otherwise I just have a bug somewhere.
Topic:
Graphics & Games
SubTopic:
RealityKit
I have really enjoyed looking through the code and videos related to Metal 4. Currently, my interest is to update a ReSTIR Project and take advantage of more robust ways to refit acceleration Structures and more powerful ways to access resources.
I am working in Swift and have encountered a couple of puzzles:
What is the 'accepted' way to create a MTL4BufferRange to store indices and vertices?
How do I properly rewrite Swift code to build and compact an Acceleration Structure?
I do realize that this is all in Beta and will happily look through Code Samples this Fall. If other guidance is available earlier, that would be fabulous!
Thank you
Breaking Through PolySpatial's ~8k Object Limit – Seeking Alternative Approaches for Large-Scale Digital Twins
Confirmed: PolySpatial make Doubles MeshFilter Count – Hard Limit at ~8k Active Objects (15.9k Total)
Project Context & Research Goals
I’m developing an industrial digital twin application for Apple Vision Pro using Unity’s PolySpatial framework (RealityKit rendering in Unbounded_Volume mode). The scene contains complex factory environments with:
Production line equipment Many fragmented grid objects need to be merged.)
Dynamic product racks (state-switchable assets)
Animated worker avatars
To optimize performance, I’m systematically testing visionOS’s rendering capacity limits. Through controlled stress tests, I’ve identified a critical threshold:
Key Finding
When the total MeshFilter count reaches 15,970 (system baseline + 7,985 user-created objects × 2 due to PolySpatial cloning), the application crashes consistently. This suggests:
PolySpatial’s mirroring mechanism effectively doubles GameObject overhead
An apparent hard limit exists around ~8k active mesh objects in practice
Objectives for This Discussion
Verify if others have encountered similar limits with PolySpatial/RealityKit
Understand whether this is a:
Memory constraint (per-app allocation)
Render pipeline limit (Metal draw calls)
Unity-specific PolySpatial behavior
Explore optimization strategies beyond brute-force object reduction
Why This Matters
Industrial metaverse applications require rendering thousands of interactive objects . Confirming these limits will help our team:
Design safer content guidelines
Prioritize GPU instancing/LOD investments
Potentially contribute back to PolySpatial’s optimization
I’d appreciate insights from engineers who’ve:
Pushed similar large-scale scenes in visionOS
Worked around PolySpatial’s cloning overhead
Discovered alternative capacity limits (vertices/draw calls)
I recently published my first game on the App Store. It uses SceneKit with a SpriteKit overlay. All crashes Xcode downloaded for it so far are related to some SpriteKit/SceneKit internals.
The most common crash is caused by SKCShapeNode::_NEW_copyRenderPathData. What could cause such a crash?
crash.crash
While developing this game (and the BoardGameKit framework that appears in the crash log) over the years I experienced many crashes presumably caused by the SpriteKit overlay (I opened a post SceneKit app randomly crashes with EXC_BAD_ACCESS in jet_context::set_fragment_texture about such a crash in September 2024), and other people on the internet also mention that they experience crashes when using SpriteKit as a SceneKit overlay. Should I use a separate SKView and lay it on top of SCNView rather than setting SCNView.overlaySKScene? That seemed to solve the crashes for a guy on stackoverflow, but is it also encouraged by Apple?
I know SceneKit is deprecated, but according to Apple critical bugs would still be fixed. Could this be considered a critical bug?
I'm a newbee at Vulkan and Xcode.
I have my project on github https://github.com/flocela/OrangeSpider/
Whenever I run, two windows open instead of only one.
I added testing, which means I have an OrangeSpider.xctestplan in the OrangeSpider/TestsOrangeSpider/ folder.
This is my first time adding testing to an XCode project, so I think this may be where the problem is.
I also get this error message:
ViewBridge to RemoteViewService Terminated: Error Domain=com.apple.ViewBridge Code=18 "(null)" UserInfo={com.apple.ViewBridge.error.hint=this process disconnected remote view controller -- benign unless unexpected, com.apple.ViewBridge.error.description=NSViewBridgeErrorCanceled}
Topic:
Graphics & Games
SubTopic:
Metal
After updating to MacOS 26.1 I encountered an issue that Roblox tends to freeze quite often for 10 - 60 seconds at most, this is really annoying that it is doing this as i play the game a lot. My theory is that it is like a driver issue with metal or something, I have reinstalled MacOS, reinstalled the game and lowed the performance manually but nothing is working.
Wondering if you could help, when it will be fixed and if others are having the same issue.
Many thanks, William.
Hello!
I'm currently building an app where I feed images into a Photogrammetry session to create a USDZ. Pretty straightforward, works great. We've recently started some testing on older devices, and have discovered that Photogrammetry is requiring devices that have LIDAR (we've seen some console logs referencing LIDAR if we stumble through a photogrammetry process without checking isSupported first)
Judging from @swredcam's posting about ReefScan from November 24 (https://developer.apple.com/forums/thread/769221) it looks like Photogrammetry did work on those non-LIDAR devices. In my own testing on an iPhone 12 mini with iOS 17, PhotogrammetrySession says it's not supported.
Since we're only feeding in a sequence of photos that have never had depth data, and they process fine on pro/max devices, we're curious why this would require a LIDAR sensor to work, when it seems like it did work without LIDAR in the past. Or is there some other limitation of non-pro devices that is causing photogrammetry to not be supported (especially on today's really powerful hardware)
Thanks!
++md
Updated my app to include turn-based matches. Beta testing through FlightTest and all was well between iOS 18.x and 26.2 devices. One beta tester upgraded to 26.2 during beta testing and now when the MatchMaker VC is opened, it does not show existing matches. Worse, he can create new matches and play his turn, but the new match won't even show up in MMVC, even after opponent takes turn.
My app has been reviewed and is ready for release, but I'd like to know how to solve this before I release. He has tried re-installing the app, including an updated FlightTest version that is the same as the about-to-be-released reviewed version.
Topic:
Graphics & Games
SubTopic:
GameKit
I am integrating MetalFX FrameInterpolator into a custom Unity RenderGraph–based render pipeline (C++ native plugin + C# render passes), and I am hitting the following assertion at runtime:
/MetalFXDebugError.h:29: failed assertion `Color texture width mismatch from descriptor'
What makes this confusing is that all input/output textures have the correct width and height, and they exactly match the values specified in the MTLFXFrameInterpolatorDescriptor.
Setup
Input resolution: 1024 x 512
Output resolution: 2048 x 1024
MTLFXTemporalScaler is created first and then passed into MTLFXFrameInterpolator
The TemporalScaler and FrameInterpolator descriptors use the same input/output sizes and formats
All Metal textures:
Have no parentTexture
Are 2D textures
Match the descriptor sizes exactly (verified via logging)
Texture bindings at encode time
frameInterpolator.colorTexture = mtlTexColor; // 1024 x 512
frameInterpolator.prevColorTexture = mtlTexPrevColor; // 1024 x 512
frameInterpolator.motionTexture = mtlTexMotion; // 1024 x 512
frameInterpolator.depthTexture = mtlTexDepth; // 1024 x 512
frameInterpolator.uiTexture = mtlTexUI; // 2048 x 1024
frameInterpolator.outputTexture = mtlTexOutput; // 2048 x 1024
All widths/heights are logged and match:
Color : 1024 x 512 (input)
PrevColor : 1024 x 512 (input)
Motion : 1024 x 512 (input)
Depth : 1024 x 512 (input)
UI : 2048 x 1024 (output)
Output : 2048 x 1024 (output)
The TemporalScaler works correctly on its own.
The assertion only occurs when using FrameInterpolator.
Important detail about colorTexture
Originally, colorTexture was copied from BuiltinRenderTextureType.CurrentActive.
After reading that this might violate MetalFX semantics, I changed the pipeline so that:
colorTexture now comes from a dedicated private RenderGraph texture
It is not the backbuffer
It is not a drawable
It is not used as a final output
It is created before UI rendering
Despite this, the assertion still occurs.
Question
Can uiTexture for MTLFXFrameInterpolator legally come from a texture copied from BuiltinRenderTextureType.CurrentActive?
More generally:
Are there additional hidden constraints on colorTexture / prevColorTexture (such as Metal usage, storageMode, aliasing, or hazard tracking) that could cause this assertion, even when sizes match?
Does FrameInterpolator require colorTexture and prevColorTexture to be created in a very specific way (e.g. non-aliased, ShaderRead usage, identical Metal resource properties)?
Any clarification on the exact semantic requirements for colorTexture, prevColorTexture, or uiTexture in MetalFX FrameInterpolator would be greatly appreciated.
I'm building a game with a client-server architecture. Using GKMatch.chooseBestHostingPlayer(_:) rarely works. When I started testing it today, it worked once at the very beginning, and since then it always succeeds on one client and returns nil on the other client. I'm testing with a Mac and an iPhone. Sometimes it fails on the Mac, sometimes on the iPhone. On the device that it succeeds on, the provided host can be the device itself or the other one.
I created FB9583628 in August 2021, but after the Feedback Assistant team replied that they are not able to reproduce it, the feedback never went forward.
import SceneKit
import GameKit
#if os(macOS)
typealias ViewController = NSViewController
#else
typealias ViewController = UIViewController
#endif
class GameViewController: ViewController, GKMatchmakerViewControllerDelegate, GKMatchDelegate {
var match: GKMatch?
var matchStarted = false
override func viewDidLoad() {
super.viewDidLoad()
GKLocalPlayer.local.authenticateHandler = authenticate
}
private func authenticate(_ viewController: ViewController?, _ error: Error?) {
#if os(macOS)
if let viewController = viewController {
presentAsSheet(viewController)
} else if let error = error {
print(error)
} else {
print("authenticated as \(GKLocalPlayer.local.gamePlayerID)")
let viewController = GKMatchmakerViewController(matchRequest: defaultMatchRequest())!
viewController.matchmakerDelegate = self
GKDialogController.shared().present(viewController)
}
#else
if let viewController = viewController {
present(viewController, animated: true)
} else if let error = error {
print(error)
} else {
print("authenticated as \(GKLocalPlayer.local.gamePlayerID)")
let viewController = GKMatchmakerViewController(matchRequest: defaultMatchRequest())!
viewController.matchmakerDelegate = self
present(viewController, animated: true)
}
#endif
}
private func defaultMatchRequest() -> GKMatchRequest {
let request = GKMatchRequest()
request.minPlayers = 2
request.maxPlayers = 2
request.defaultNumberOfPlayers = 2
request.inviteMessage = "Ciao!"
return request
}
func matchmakerViewControllerWasCancelled(_ viewController: GKMatchmakerViewController) {
print("cancelled")
}
func matchmakerViewController(_ viewController: GKMatchmakerViewController, didFailWithError error: Error) {
print(error)
}
func matchmakerViewController(_ viewController: GKMatchmakerViewController, didFind match: GKMatch) {
self.match = match
match.delegate = self
startMatch()
}
func match(_ match: GKMatch, player: GKPlayer, didChange state: GKPlayerConnectionState) {
print("\(player.gamePlayerID) changed state to \(String(describing: state))")
startMatch()
}
func startMatch() {
let match = match!
if matchStarted || match.expectedPlayerCount > 0 {
return
}
print("starting match with local player \(GKLocalPlayer.local.gamePlayerID) and remote players \(match.players.map({ $0.gamePlayerID }))")
match.chooseBestHostingPlayer { host in
print("host is \(String(describing: host?.gamePlayerID))")
}
}
}
I am developing a macOS terminal app, running on an M4 Pro, and using Metal.
I am not able use float8 or float16, both reporting Variable has incomplete type 'float16' (aka '__Reserved_Name__Do_not_use_float16').
Based on the system I should be able to use these. Either it is because it is also compiling to Intel, which they are not allowed, or something else. Either way I have not been able to figure out how to get past this.
IIs there a compiler setting I need to set to make this work? if so which one and what setting do I need? I only want to run this on M processes, on the latest version of OS so not interested in Intel version or backward compatibility.
Hi All!
I'm being asked to migrate an app which utilizes iCloud KVS (Key Value Storage). This ability is a new-ish feature, and the documentation about this is sparse [1]. Honestly, the entire documentation about the new iCloud transfer functionality seems to be missing. Same with Game Center / GameKit. While the docs say that it should work, I'd like to understand the process in more detail.
Has anyone migrated an iCloud KVS app? What happens after the transfer goes through, but before the first release? Do I need to do anything special? I see that the Entitlements file has the TeamID in the Key Value store - is that fine?
<key>com.apple.developer.ubiquity-kvstore-identifier</key>
<string>$(TeamIdentifierPrefix)$(CFBundleIdentifier)</string>
Can someone please share their experience?
Thank you!
[1] https://developer.apple.com/help/app-store-connect/transfer-an-app/overview-of-app-transfer
We as a team of engineers work on an app intended to visualize medical images. The type of situations where the app is used involves time critical decision making for acute clinical conditions. Stability of the app and performance are of utmost importance and can directly help timely treatment action. The app we are developing uses multiple libraries and tools like vtk, webgl, opengl, webkit, gl-matrix etc.
The problem specifically can be described as follows, it has been observed that when 3D volume is rendered in the app and we try to rotate the volume the rotation is slow, unresposive and laggy. Specifically, we have noticed that iOS 18.1 the volume rotation is much smoother as compared to latest iOS 18.2. Eariler, we have faced somewhat similar issue with iOS 17 but it got improved in iOS 18.1. This performance regression is affecting the user experience in our healthcare application.
We have taken reference from the cornerstone.js code and you can reproduce the issue using the following example: https://www.cornerstonejs.org/live-examples/volumeviewport3d
Steps to Reproduce:
Load the above mentioned test example on an iPhone running version 18.2 using safari.
Perform volume rendering using the provided dataset.
Measure the time taken by volume for each rotate or drag action.
Repeat the same steps on an iPhone running version 18.1 for comparison.
Additional Information:
Device Model Tested:
iPhone12, iPhone13, iPhone14
iOS Version With Issue:
18.2
18.3(Beta)
I would appreciate any insights or suggestions on how to address this performance regression. If additional information is needed, please let me know.
Thank you.
Hi! I watched the WWDC25 session "Bring your SceneKit project to RealityKit" which seemed like a great resource for those of us transitioning from the now-deprecated SceneKit framework. The session mentioned that the full sample code for the project would be available to download, but I haven't been able to find it in the Code section of the video page or in the Sample Code Library.
Has the sample code been released yet? Having the project code would make it much easier to follow along with the RealityKit changes shown in the video. Thanks again for the great session.