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WWDC25: Explore Metal 4 games | Apple

Learn to optimize your game engine with the latest advancements in Metal 4. We’ll cover how to unify your command encoding to minimize CPU overhead, scale up your graphics resource management to support massive scenes and maximize your memory budget, and load large libraries of pipeline states quickly.

To get the most out of this session, first watch “Discover Metal 4.”

Explore related documentation, sample code, and more:
Metal Binary Archives: https://developer.apple.com/documentation/Metal/metal-binary-archives
Reading and Writing to Sparse Textures: https://developer.apple.com/documentation/Metal/reading-and-writing-to-sparse-textures
Synchronizing resource accesses with subsequent passes with a producer-based queue barrier: https://developer.apple.com/documentation/Metal/synchronizing-resource-accesses-with-subsequent-passes-with-a-producer-based-queue-barrier
Synchronizing resource accesses with earlier passes with a consumer-based queue barrier: https://developer.apple.com/documentation/Metal/synchronizing-resource-accesses-with-earlier-passes-with-a-consumer-based-queue-barrier
Synchronizing resource accesses between multiple passes with a fence: https://developer.apple.com/documentation/Metal/synchronizing-resource-accesses-between-multiple-passes-with-a-fence
Synchronizing resource accesses within a single pass with an intrapass barrier: https://developer.apple.com/documentation/Metal/synchronizing-resource-accesses-within-a-single-pass-with-an-intrapass-barrier
Resource Synchronization: https://developer.apple.com/documentation/Metal/resource-synchronization
Using the Metal 4 compilation API: https://developer.apple.com/documentation/Metal/using-the-metal-4-compilation-api
Understanding the Metal 4 core API: https://developer.apple.com/documentation/Metal/understanding-the-metal-4-core-api
Human Interface Guidelines: Designing for games: https://developer.apple.com/design/human-interface-guidelines/designing-for-games
Using a Render Pipeline to Render Primitives: https://developer.apple.com/documentation/Metal/using-a-render-pipeline-to-render-primitives
Discover Metal 4: https://developer.apple.com/videos/play/wwdc2025/205
Go further with Metal 4 games: https://developer.apple.com/videos/play/wwdc2025/211
What’s new in Metal rendering for immersive apps: https://developer.apple.com/videos/play/wwdc2025/294
Level up your games: https://developer.apple.com/videos/play/wwdc2025/209
Combine Metal 4 machine learning and graphics: https://developer.apple.com/videos/play/wwdc2025/262
Combine Metal 4 machine learning and graphics: https://developer.apple.com/videos/play/wwdc2025/262
Tune CPU job scheduling for Apple silicon games: https://developer.apple.com/videos/play/tech-talks/110147

00:00 - Intro
01:33 - Encode more efficiently
08:42 - Scale your resource management
17:24 - Load pipelines quickly
31:25 - Next steps

More Apple Developer resources:
Video sessions: https://apple.co/VideoSessions
Documentation: https://apple.co/DeveloperDocs
Forums: https://apple.co/DeveloperForums
App: https://apple.co/DeveloperApp

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