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.
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In my project I need to do the following:
In runtime create metal Dynamic library from source.
In runtime create metal Executable library from source and Link it with my previous created Dynamic library.
Create compute pipeline using those two libraries created above.
But I get the following error at the third step:
Error Domain=AGXMetalG15X_M1 Code=2 "Undefined symbols:
_Z5noisev, referenced from: OnTheFlyKernel
" UserInfo={NSLocalizedDescription=Undefined symbols:
_Z5noisev, referenced from: OnTheFlyKernel
}
import Foundation
import Metal
class MetalShaderCompiler {
let device = MTLCreateSystemDefaultDevice()!
var pipeline: MTLComputePipelineState!
func compileDylib() -> MTLDynamicLibrary {
let source = """
#include <metal_stdlib>
using namespace metal;
half3 noise() {
return half3(1, 0, 1);
}
"""
let option = MTLCompileOptions()
option.libraryType = .dynamic
option.installName = "@executable_path/libFoundation.metallib"
let library = try! device.makeLibrary(source: source, options: option)
let dylib = try! device.makeDynamicLibrary(library: library)
return dylib
}
func compileExlib(dylib: MTLDynamicLibrary) -> MTLLibrary {
let source = """
#include <metal_stdlib>
using namespace metal;
extern half3 noise();
kernel void OnTheFlyKernel(texture2d<half, access::read> src [[texture(0)]],
texture2d<half, access::write> dst [[texture(1)]],
ushort2 gid [[thread_position_in_grid]]) {
half4 rgba = src.read(gid);
rgba.rgb += noise();
dst.write(rgba, gid);
}
"""
let option = MTLCompileOptions()
option.libraryType = .executable
option.libraries = [dylib]
let library = try! self.device.makeLibrary(source: source, options: option)
return library
}
func runtime() {
let dylib = self.compileDylib()
let exlib = self.compileExlib(dylib: dylib)
let pipelineDescriptor = MTLComputePipelineDescriptor()
pipelineDescriptor.computeFunction = exlib.makeFunction(name: "OnTheFlyKernel")
pipelineDescriptor.preloadedLibraries = [dylib]
pipeline = try! device.makeComputePipelineState(descriptor: pipelineDescriptor, options: .bindingInfo, reflection: nil)
}
}
We have a released game in the App Store with Game Center Challenges. The challenges were working well in testing of the final version before the Game Center challenges went live. After release the activity that should take the player to the challenge in game results in this printout and we do not get informed by GKGameActivityListener of the activity happening in our code as we did before the Game Center challenges went live.
“Invalid game activity definition.
Failed to kick activity notification to GameKit. Error: Error Domain=GKErrorDomain Code=17 "(null)"”
Also, Game Center reports that the are no challenges in GKChallengeDefinition.all even though there are ongoing challenges.
The leaderboard results do get reported to Game Center though and show up as challenge entries in the Games app.
At the moment we are trying to figure out if this is a problem on our end or a Game Center server issue.
Topic:
Graphics & Games
SubTopic:
GameKit
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, developers,
I maintain a shipped app that uses string concatenation to construct Metal shader and compile on-device. Beta 4 seems disabled __asm keyword, resulting the compilation failure.
The error is:
v2/GEMMKernel.cpp:229: error: program_source:23:9: error: illegal string literal in 'asm'
__asm("air.simdgroup_async_copy_1d.p3i8.p1i8");
The relevant code is available at https://github.com/liuliu/ccv/blob/unstable/lib/nnc/mfa/v2/GEMMHeaders.cpp#L30 although any __asm will trip this.
Please give us guidance on whether this is a regression or this will be something enforced in 26 release. Personally, I would consider this as a bug given it won't impact anything "compiled" shaders.
Thanks for your patience reading this!
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
Hello, we are working on a iOS game project, as progress, the project grows larger and larger. Because we are using other game dependencies and libraries, here larger and larger refers to the whole project, and our source files integrated and compiled by Xcode are not many. Now, it seems we hit a bottleneck, when I add new files or functions to the previous files to implement a new feature, Xcode compile stucks(stops), it's Indexing | Initializing datastore forever, cannot produce a final build.
macOS 15.1, Xcode 16.2
Can you provide any solutions to solve this problem?
Also submitted Feedback ID #FB18432749
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
I have a Mac Studio 2023 M2 Max
Running Sonoma 14.6.1
Developing in XCode 16.1
It seems that the NSScreen frame settings may be incorrect. The frame settings received from NSScreen.screens don't seem to match up with the Desktop arrangement settings in the Settings.
Apologies in advance for this long post!
for screen in NSScreen.screens {
let name = screen.localizedName
Globals.logger.debug("Globals initializeScreens - screen \(i) '\(name, privacy: .public)'")
Globals.logger.debug("Globals initializeScreens - '\(screen.debugDescription, privacy: .public)'")
}
This is what I receive in the log:
Globals initializeScreens - '<NSScreen: 0x600000ef4240;
name="PHL 346E2C";
backingScaleFactor=1.000000;
frame={{0, 0}, {3440, 1440}};
visibleFrame={{0, 0}, {3440, 1415}}>'
Globals initializeScreens - screen 2 'Blackmagic (1)'
Globals initializeScreens - '<NSScreen: 0x600000ef42a0;
name="Blackmagic (1)";
backingScaleFactor=1.000000;
frame={{-3840, 0}, {1920, 1080}};
visibleFrame={{-3840, 0}, {1920, 1055}}>'
Globals initializeScreens - screen 3 'Blackmagic (4)'
Globals initializeScreens - '<NSScreen: 0x600000ef4360;
name="Blackmagic (4)";
backingScaleFactor=1.000000;
frame={{-1920, 0}, {1920, 1080}};
visibleFrame={{-1920, 0}, {1920, 1055}}>'
Globals initializeScreens - screen 4 'Blackmagic (2)'
Globals initializeScreens - '<NSScreen: 0x600000ef43c0;
name="Blackmagic (2)";
backingScaleFactor=1.000000;
frame={{5360, 0}, {1920, 1080}};
visibleFrame={{5360, 0}, {1920, 1055}}>'
Globals initializeScreens - screen 5 'Blackmagic (3)'
Globals initializeScreens - '<NSScreen: 0x600000ef4420;
name="Blackmagic (3)";
backingScaleFactor=1.000000;
frame={{3440, 0}, {1920, 1080}};
visibleFrame={{3440, 0}, {1920, 1055}}>'
It looks like the frame settings for Blackmagic (2) and Blackmagic (4) are switched.
The setup has five monitors. Four are using the USB-C Digital AV Multiport Adapters. The output for these are streamed into a rack of A/V equipment using BlackMagic Design mini converters and monitors.
My Swift application allows users to open four movies, one for each of the AV Adapters. The movies can then be played back in sync for later processing by the A/V equipment.
Here are some screen captures that show my display settings.
Blackmagic (1) and Blackmagic (2) are to the left of the main screen.
Blackmagic (3) and Blackmagic(4) are to the right of the main screen.
The desktop is hard to see but is correct.
The wallpaper settings are all correct.
The wallpaper is correctly ordered when displayed on the monitors.
After opening the movies and using the NSScreen frame settings, the displays are incorrectly ordered. Test B and Test D are switched, which is what I would expect given the NSScreen frame values.
Any ideas? I've tried re-arranging the desktops, rebooting, etc. but no luck.
The code that changes the screen location is similar to this post on Stack Overflow
public func setDisplay( screen: NSScreen ) {
Globals.logger.log("MovieWindowController - setDisplay = \(screen.localizedName, privacy: .public)")
Globals.logger.debug("MovieWindowController - setDisplay - '\(screen.debugDescription, privacy: .public)'")
let dx = CGFloat(Constants.midX)
let dy = CGFloat(Constants.midY)
var pos = NSPoint()
pos.x = screen.visibleFrame.midX - dx
pos.y = screen.visibleFrame.midY - dy
Globals.logger.debug("MovieWindowController - setDisplay - x = '\(pos.x, privacy: .public)', y = '\(pos.y, privacy: .public)'")
window?.setFrameOrigin(pos)
}
The log show just what I would expect given the incorrect frame values.
MovieWindowController - setDisplay = Blackmagic (1)
MovieWindowController - setDisplay - '<NSScreen: 0x6000018e8420; name="Blackmagic (1)"; backingScaleFactor=1.000000; frame={{-3840, 0}, {1920, 1080}}; visibleFrame={{-3840, 0}, {1920, 1055}}>'
MovieWindowController - setDisplay - x = '-3840.000000', y = '-12.500000'
MovieWindowController - setDisplay = Blackmagic (2)
MovieWindowController - setDisplay - '<NSScreen: 0x6000018a10e0; name="Blackmagic (2)"; backingScaleFactor=1.000000; frame={{5360, 0}, {1920, 1080}}; visibleFrame={{5360, 0}, {1920, 1055}}>'
MovieWindowController - setDisplay - x = '5360.000000', y = '-12.500000'
MovieWindowController - setDisplay = Blackmagic (3)
MovieWindowController - setDisplay - '<NSScreen: 0x6000018cc8a0; name="Blackmagic (3)"; backingScaleFactor=1.000000; frame={{3440, 0}, {1920, 1080}}; visibleFrame={{3440, 0}, {1920, 1055}}>'
MovieWindowController - setDisplay - x = '3440.000000', y = '-12.500000'
MovieWindowController - setDisplay = Blackmagic (4)
MovieWindowController - setDisplay - '<NSScreen: 0x6000018c9ce0; name="Blackmagic (4)"; backingScaleFactor=1.000000; frame={{-1920, 0}, {1920, 1080}}; visibleFrame={{-1920, 0}, {1920, 1055}}>'
MovieWindowController - setDisplay - x = '-1920.000000', y = '-12.500000'
Am I correct? I think this is driving me crazy!
Thanks in advance!
Edit: The mouse behavior is correct in moving across the displays!
Topic:
Graphics & Games
SubTopic:
General
I would love to use Background GPU Access to do some video processing in the background.
However the documentation of BGContinuedProcessingTaskRequest.Resources.gpu clearly states:
Not all devices support background GPU use. For more information, see Performing long-running tasks on iOS and iPadOS.
Is there a list available of currently released devices that do (or don't) support GPU background usage? That would help to understand what part of our user base can use this feature. (And what hardware we need to test this on as developers.)
For example it seems that it isn't supported on an iPad Pro M1 with the current iOS 26 beta. The simulators also seem to not support the background GPU resource. So would be great to understand what hardware is capable of using this feature!
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
Hello everyone,
I must have missed something but why isn't there a depthAttachmentPixelFormat to the new Metal 4 MTL4RenderPipelineDescriptor, unlike the old MTLRenderPipelineDescriptor?
So how do you set the depth pixel format?
Thanks in advance!
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.
Description:
In the official visionOS 26 Hover Effect sample code project , I encountered an issue where the event.trackingAreaIdentifier returned by onSpatialEvent does not reset as expected.
Steps to Reproduce:
Select an object with trackingAreaID = 6 in the sample app.
Look at a blank space (outside any tracking area) and perform a pinch gesture .
Expected Behavior:
The event.trackingAreaIdentifier should return 0 when interacting with a non-tracking area.
Actual Behavior:
The event.trackingAreaIdentifier still returns 6, even after restarting the app or killing the process. This persists regardless of where the pinch gesture is performed
View Layout
Add the following views in a view controller:
Label
View A, with a subview of the same size: MTKView A
View B, with a subview of the same size: MTKView B
Refresh Rates of Each View
The label view refreshes at 60fps (driven by CADisplayLink).
MTKView A and B refresh at 15fps.
MTKView Implementation Details
The corresponding CAMetalLayer's maximumDrawableCount is set to 2, changed to double buffering.
The scheduling mechanism is modified; drawing is not driven by the internal loop but is done manually. The draw call is triggered immediately upon receiving a frame.
self.metalView.enableSetNeedsDisplay = NO;
self.metalView.paused = YES;
A new high-priority queue is created for drawing, instead of handling it on the main queue.
MTKView Latency Tracking
The GPU completion time T1 is observed through the addCompletedHandler callback of the CommandBuffer.
The presentation time T2 of the frame is observed through the addPresentedHandler callback of the currentDrawable in MTKView.
Testing shows that T2 - T1 > 16.6ms (the Vsync period at 60Hz). This means that after the GPU rendering in MTLView is finished, the frame is not actually displayed at the next Vsync instruction but only at the Vsync instruction after that.
I believe there is an extra 16.6ms of latency here, which I want to eliminate by adjusting the rendering mechanism.
Observation from Instruments
From Instruments, the Surface presentation aligns with the above test results. After the Metal encoder finishes, the Surface in Display switches only after the next-next Vsync instruction. See the image in the link for details.
Questions
According to a beginner's understanding, after MTKView's GPU rendering is finished, the next Vsync instruction should officially display (make it visible). However, this is not what is observed. Does the subview MTKView need to wait for another Vsync cycle to be drawn to the actual display buffer?
The label updates its text at 60fps, so the entire interface should be displayed at 60fps. Is the content of MTKView not synchronized when the display happens?
Explanation of the Reasoning Behind Some MTKView Code Details
Changing from the default triple buffering to double buffering helps reduce the latency introduced by rendering.
Not using MTKView's own scheduling mechanism but using manual triggering of the draw method is because MTKView's own scheduling mechanism is driven by CADisplayLink. Therefore, if a frame falls within a Vsync window, it needs to wait for the next Vsync window to trigger the draw operation, which introduces waiting latency.
Hi Apple team,
Game Mode was introduced in iOS 18. To activate Game Mode, an app must include specific key-value pairs in its *.plist and be categorized as a "Game" on the App Store.
My app (https://apps.apple.com/us/app/voidlink/id6747717070) works primarily as a self-hosted game streaming (PC->iPhone/iPad) client. Game Mode provides clear benefits in terms of latency and frame rate stability, but it can currently only be activated when running via Xcode or TestFlight.
I am an individual iOS developer based in China, where an additional government license is required for apps to be listed under the "Game" category on the App Store. Obtaining such a license is very difficult for independent developers, so my app has been categorized under "Utilities" instead.(If move the app to game category, it will disappear from Chinese App Store immediately)
Expectation / Suggestion:
Please consider making Game Mode available as a local, user-controllable option on iOS18/26+, such as through a system “App Pool” where users can choose which apps to enable Game Mode for, regardless of App Store category.
This would greatly benefit use cases like streaming clients, benchmarking tools, and remote play utilities, without requiring developers to reclassify their apps as “Games” on App Store.
Topic:
Graphics & Games
SubTopic:
General
If I create a bitmap image and then try to get ready to draw into it, like so:
NSBitmapImageRep* newRep = [[NSBitmapImageRep alloc]
initWithBitmapDataPlanes: nullptr
pixelsWide: 128
pixelsHigh: 128
bitsPerSample: 8
samplesPerPixel: 4
hasAlpha: YES
isPlanar: NO
colorSpaceName: NSDeviceRGBColorSpace
bitmapFormat: NSBitmapFormatAlphaNonpremultiplied |
NSBitmapFormatThirtyTwoBitBigEndian
bytesPerRow: 4 * 128
bitsPerPixel: 32];
[NSGraphicsContext setCurrentContext:
[NSGraphicsContext graphicsContextWithBitmapImageRep: newRep]];
then the log shows this error:
CGBitmapContextCreate: unsupported parameter combination:
RGB
8 bits/component, integer
512 bytes/row
kCGImageAlphaLast
kCGImageByteOrderDefault
kCGImagePixelFormatPacked
Valid parameters for RGB color space model are:
16 bits per pixel, 5 bits per component, kCGImageAlphaNoneSkipFirst
32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipFirst
32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipLast
32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedFirst
32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedLast
32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little
64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast
64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast
64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little
64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little
128 bits per pixel, 32 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents
128 bits per pixel, 32 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents
See Quartz 2D Programming Guide (available online) for more information.
If I don't use NSBitmapFormatAlphaNonpremultiplied as part of the format, I don't get the error message. My question is, why does the constant NSBitmapFormatAlphaNonpremultiplied exist if you can't use it like this?
If you're wondering why I wanted to do this: I want to extract the RGBA pixel data from an image, which might have non-premultiplied alpha. And elsewhere online, I saw advice that if you want to look at the pixels of an image, draw it into a bitmap whose format you know and look at those pixels. And I don't want the process of drawing to premultiply my alpha.
Hello!
Brand new to the Apple developer community, so, hello everyone! I'm a game developer, we just launched our first game on PC and I'm looking to port it to ios. Time is something I'm kind of short on, and I hear it takes some jumping through hoops to get the know-how to port something to mobile. Any good sites you'd recommend for finding programmers to port your game? It's fairly simple - just a visual novel. Any and all suggestions welcome!
All the best!
Elijah
Topic:
Graphics & Games
SubTopic:
General
I work on a Qt/QML app that uses Esri Maps SDK for Qt and that is deployed to both Windows and iPads. With a recent iPad OS upgrade to 26.1, many iPad users are reporting the application freezing after panning and/or identifying features in the map. It runs fine for our Windows users.
I was able to reproduce this and grabbed the following error messages when the freeze happens:
IOGPUMetalError: Caused GPU Address Fault Error (0000000b:kIOGPUCommandBufferCallbackErrorPageFault)
IOGPUMetalError: Invalid Resource (00000009:kIOGPUCommandBufferCallbackErrorInvalidResource)
Environment:
Qt 6.5.4 (Qt for iOS)
Esri Maps SDK for Qt 200.3
iPadOS 26.1
Because it appears to be a Metal error, I tried using OpenGL (Qt offers a way to easily set hte target graphics api):
QQuickWindow::setGraphicsApi(QSGRendererInterface::GraphicsApi::OpenGL)
Which worked! No more freezing. But I'm seeing many posts that OpenGL has been deprecated by Apple.
I've seen posts that Apple deprecated OpenGL ES. But it seems to still be available with iPadOS 26.1. If so, will this fix (above) just cause problems with a future iPadOS update?
Any other suggestions to address this issue? Upgrading our version of Qt + Esri SDK to the latest version is not an option for us. We are in the process to upgrade the full application, but it is a year or two out. So, we just need a fix to buy us some time for now.
Appreciate any thoughts/insights....
I haven't been looking at screensavers for a long time because of Apple's lack of will (or resources?) to provide a public version of the private modern SDK used by Apple for a very long time now.
I'm now looking at the Screen Saver pane in System Settings (the What-If version of System Preferences in an alternate universe where all screens are in portrait mode).
In macOS Sequoia, it seems like 3rd party screensavers are not welcome considering that they are relegated to the "Other" section at the bottom of the list and you have to click Show All to start seeing 3rd party screen savers.
I also had a quick look at macOS Tahoe Beta 3 and it looks like that all the real screensavers are gone (3rd party and the ones from Apple: Hello, Message, Flurry, etc.) or at least it requires to be a Nobel Prize to find them (and the Search field is not useful).
I tried to install a 3rd party screen saver on macOS Tahoe Beta 3, it doesn't show up in the list.
To summarize:
No public access to modern APIs AFAIK.
UI that is hostile to 3rd party screen savers on macOS Sequoia.
Apparently only screensavers that are slideshows or movies curated by Apple in macOS Tahoe b3.
Hence the question:
Is there any future for screen savers on macOS?
Because if there's none, I won't waste my time trying to update some old screen savers.