Metal API developments?

Discussion in 'Rendering Technology and APIs' started by Leovinus, Dec 10, 2019.

  1. Leovinus

    Newcomer

    Joined:
    May 31, 2019
    Messages:
    95
    Likes Received:
    35
    Location:
    Sweden
    Since Apple released Metal in 2014 it's matured quite a bit come the release of Metal 2 in 2017. Since then interest seems to have dwindled. The most thorough article for laymen I've read so far was written by Ryan at AnandTech in 2014, the rest being made up of scraps from blogs, Apples developer forum, and StackOverflow discussions. Which is a shame since I'm personally rather intrigued and curious about it. If anyone here has any meaty info I'd be very interested. Things like:
    • What's the shape of Metal these days?
    • What do devs feel about the API?
    • How does it compare, performance and usability wise, to OpenGL and DirectX?
    • What does the future hold for the API?
     
  2. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    13,798
    Likes Received:
    4,638
    My general understanding was that it lacked in features, but is catching up. It's been very stable across mac devices and easy to use. I've seen a few good threads/blogs from game devs and it seems to be well liked.

    Funny enough, I came across this yesterday.

    https://zeux.io/2019/12/12/three-years-of-metal/
     
    Leovinus likes this.
  3. idsn6

    Regular

    Joined:
    Apr 14, 2006
    Messages:
    484
    Likes Received:
    137
    The post you linked doesn't quite agree:

    Jonathan Blow has also complained on Twitter that the Mac Metal backend for The Witness was broken in several minor macOS point releases, with no advance warning and no fix until Apple shipped new drivers.
     
  4. Leovinus

    Newcomer

    Joined:
    May 31, 2019
    Messages:
    95
    Likes Received:
    35
    Location:
    Sweden
    Apple does have a history of inconsistent developer support when it comes to game-centric parts of their platform. This time it might become rather different though. Because at this point they are invested for the foreseeable future with AR, VR, and internal software development relying on Metal as a keystone. Granted, from the snippets I've read there seems to be a "Apple-issues first" mentality with development. It obviously makes them less flexible and quick on the uptake at this time. I hope it improves. It has to for Metal to proliferate. But as the post Scott_Arm linked to suggests, Metal does seem to have eas-of-use and performance well in hand so far.

    I've tried to find where I got this information from, but I remember reading (I think it was on Github?) that writing code for one polygon to render in Vulkan was ~1000 lines of code, Metal in ~40-50 lines of code, and OpenGL about ~20-30 lines of code. Considering the performance over OpenGL it looks to me like Metal might be a great middle ground alternative as API's go. Modern, fast, and negligibly more complex than OpenGL to code for. Its main drawback being that it's limited to MacOS and iOS for now.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...