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Hi There, I just bought a IIYAMA G-MASTER GB3461WQSU-B1 which has a native resolution of 3440x1440 but my MacBook Pro (Retina, 15-inch, Mid 2014) doesn't recognise the monitor and I can't run it at its full resolution. It is currently recognised as a PL3461WQ 34.5-inch (2560 x 1440). Is there anything that I can do to get it sorted or I will have to wait until this monitor driver is added to the Big Sur list? Thanks
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Hello! Help please, after updating the system to Big Sur, my MacBook Pro 13 began to slow down, previously there were no such problems. MacBook Pro (Retina, 13-inch, Early 2015) 2,7 GHz 2‑core processor Intel Core i5 8 GB 1867 MHz DDR3 Intel Iris Graphics 6100 1536 MB
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Hello, I have created game (first one) using Unreal Engine 4. Distributed it on Android and works good. But I have problem with ios version. Game crashes after launch. It shows only splash screen for very short period of time. I have CrashLog from one of test devices. CrashLog - https://developer.apple.com/forums/content/attachment/c739bc91-2a0c-4fde-89c0-52f7550d9fbe I tryied also build my game using xcode (I have read somewhere that it could help with crash) but build failed. Have no idea what couses crash. Any solution I found didnt work in my case. Please help me with translate CrashLog.
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Hello everyone! After some time to think about I proceed with graphics api, I figured opengl will be my first since I'm completely new to graphics programming. As in my last post you may find, I was speaking on moltenvk and might just use metal instead, along with the demos I found using metal. So for now, and I know this is said MANY TIMES, apple deprecated opengl but wish to use it because I'm new to graphics programming and want to develop an app(a rendering engine really) for the iPhone 14 Pro Max and macOS Ventura 13.2(I think this is the latest). So what do you guys think? Can I still use opengl es on the 14 max, along with opengl 4+ on latest macOS even though is deprecated?
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Hello community this post is for show my complete unsatisfied with Apple specially on developing games for Apples platforms there is lack of support for it for example some new gaming technologies and still that there is no profit or worth from all the work and money invested to develop for it I will close the journey with Apple very unsatisfied I'm going to give opportunities with my business to other platforms that are really worth it and give support to all new technologies in gaming and yes Apple destroyed other gaming makers with their new services like arcade and seems no future for gaming in Apples platforms. Quit goodbye and good luck to everyone.
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I am facing an issue while playing pubg on 14 pro max with guided access on or while screen recording. Whenever one of these feature is on, there is a lot of fps drops. It doesn't matter if I just started playing or if phone's temprature is high, but there's no 90 fps. With both these features off, I get 90 fps. Can someone help me with this issue?
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Sadly, I was not able to register for the Games Q&A at. WWDC. My question is as follows: For making a Universal Binary, one compatible with Big Sur and up, will the tools in Xcode 15 help me port over a Win32 project over, or does the tool only work assuming macOS Sonoma and up, exclusively on Apple Silicon?
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Apparenrly, shadows aren’t generated for procedural geometry in RealityKit: https://codingxr.com/articles/shadows-lights-in-realitykit/ Has this been fixed? My projects tend to involve a lot of procedurally-generated meshes as opposed to importes-models. This will be even more important when VisionOS is out. On a similar note, it used to be that ground shadows were not per-entity. I’d like to enable or disable them per-entity. Is it possible? Since currently the only way to use passthrough AR in Vision OS will be to use RealityKit, more flexibility will be required. I can‘t simply apply my own preferences.
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I render with func drawIndexedPrimitives( type primitiveType: MTLPrimitiveType, indexType: MTLIndexType, indexBuffer: MTLBuffer, indexBufferOffset: Int, indirectBuffer: MTLBuffer, indirectBufferOffset: Int ), when I use Argument Buffer to set textures(e.g. to fragnent shader), everything is fine. But is there a way to set textures without Argument Buffer? Argument Buffer is the only way?
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Hi all, I installed the game porting toolkit, installed Battle.net.exe, and finished downloading Diablo IV. Clicking the Play button returns "No GPUs found! A GPU is required to play Diablo IV. This might occur if you are currently installing GPU drivers." Could anyone tell me how to fix this issue? How can I install the driver and run the game? I am not good at typing command lines so I really appreciate it if you guys can show me some codes to fix it. Thanks!
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In regular Metal, I can do all sorts of tricks with texture masking to create composite objects and effects, similar to CSG. Since for now, AR-mode in visionOS requires RealityKit without the ability to use custom shaders, I'm a bit stuck. I'm pretty sure so far that what I want is impossible and requires a feature request, but here it goes: Here's a 2D example: Say I have some fake circular flashlights shining into the scene, depthwise, and everything else is black except for some rectangles that are "lit" by the circles. The result: How it works: In Metal, my per-instance data contain a texture index for a mask texture. The mask texture has an alpha of 0 for spots where the instance should not be visible, and an alpha of 1 otherwise. So in an initial renderpass, I draw the circular lights to this mask texture. In pass 2, I attach the fullscreen mask texture (circular lights) to all mesh instances that I want hidden in the darkness. A custom fragment shader multiplies the alpha of the full-screen mask texture sample at the given fragment with the color that would otherwise be output. i.e. out_color *= mask.a. The way I have blending and clear colors set-up, wherever the mask alpha is 0, an object will be hidden. The background clear color is black. The following is how the scene looks if I don't attach the masking texture. You can see that behind the scenes, the full rectangle is there. In visionOS AR-mode, the point is for the system to apply lighting, depth, and occlusion information to the world. For my effect to work, I need to be able to generate an intermediate representation of my world (after pass 2) that shows some of that world in darkness. I know I can use Metal separately from RealityKit to prepare a texture to apply to a RealityKit mesh using DrawableQueue However, as far as I know there is no way to supply a full-screen depth buffer for RealityKit to mix with whatever it's doing with the AR passthrough depth and occlusion behind the scenes. So my Metal texture would just be a flat quad in the scene rather than something mixed with the world. Furthermore, I don't see a way to apply a full-screen quad to the scene, period. I think my use case is impossible in visionOS in AR mode without customizable rendering in Metal (separate issue: I still think in single full app mode, it should be possible to grant access to the camera and custom rendering more securely) and/or a RealityKit feature enabling mixing of depth and occlusion textures for compositing. I love these sorts of masking/texture effects because they're simple and elegant to pull-off, and I can imagine creating several useful and fun experiences using this masking and custom depth info with AR passthrough. Please advise on how I could achieve this effect in the meantime. However, I'll go ahead and say a specific feature request is the ability to provide full-screen depth and occlusion textures to RealityKit so it's easier to mix Metal rendering as a pre-pass with RealityKit as a final composition step.
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We have some problems with achievements which were unlocked in Game Center. This is our first time that we implemented Game Center features inside our app and it seems that leaderboards, score reporting and unlocking achievements are all working fine. We can see unlocked achievements in the achievements board but they are becoming locked again just a few seconds later. Everything seem to be working fine except this weird behavior (all handlers are returning success etc.) We also tried many tests with different type of achievements (both with achievable more than once YES and NO achievements). It may be an expected behavior with achievements which are of kind achievable more than once but they are becoming locked again if they are not as such) As the only thing that comes to our minds: the version with achievements and leaderboard is not published yet in AppStore and we are testing achievements with some sandbox testers and a real user device. Could such resetting (becoming locked again) be due to not yet being published in store? Thanks in advance for very appreciated tries, help and assistance If it will help you guide us: * GKAchievementDescription loadAchievementDescriptionsWithCompletionHandler: returns all achievement registered in appstore connect GKAchievement reportAchievements: always return success (and so we can see them in gamecenter board) GKAchievement loadAchievementsWithCompletionHandler: returns completed achievements until that reset occurs (i.e. after completing the achievement, we send a request -> it is there; a few seconds later again we send a request -> it is again there; a few more tries and it is gone ...)
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I have a Macbook Pro 16 M1Pro 16Gb Ram MacOS 14 Sonoma Beta 4 and GPT 1.0.2 and currently testing Diablo 4 V 1.04 (latest Update on 08.08.2023). The game is awesome and it runs in 2560x1440 in 50-60fps on my 4K-LG Display over HDMI very smoothly, until .... see Problem 1 and Problem 2 Graphics details are in full detail. smooth shadows and even FSR2 works perfectly. Diablo4 needs around 9-11 GB Ram on my system. There are no background activities running! Problem 1: exploring new areas causes Ram Buffer overflow, freezes the screen, and crashes, and a new system reboot is needed. Problem 2: when trying to buy/sell an item, or just the characters menu will be opened, the game freezes. A game reboot is necessary! While running the HUD in games I can see what's going on and could analyze, that while it's the case Problem 1 and Problem 2 happening, The RAM jumps from 9-11 GB to 16-18 GB. This is much more than the System can deliver and cause the screen freezes and crash. Either the whole system reboot or mostly just the game reboot is needed. Would be very nice if Apple could fix/adjusts GPT in the next versions of Diablo 4. Many thanks in advanced
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What is the most efficient way to use a MTLTexture (created procedurally at run-time) as a RealityKit TextureResource? I update the MTLTexture per-frame using regular Metal rendering, so it’s not something I can do offline. Is there a way to wrap it without doing a copy? A specific example would be great. Thank you!
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Hello everyone! Here with another graphics api question but slightly different. I'm currently looking at 2 SDK's for physics called PhysX and Bullet. The game asphalt 9 uses metal and bullet and I would like to do the same with asphalt 9. With metal 3 out and stable it seems, I would like to use one of these engines for my upcoming metal api rendering engine. Bur there's a catch, I wish to use objective-c or c++ for both the rendering engine and the physics engine as I mentioned above, but not me touching swift(its a good language but i wish to use c++ for game development). What do you guys say about this?
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The macOS screen recording tool doesn't appear to support recording HDR content (f.e. in QuickTime player). This tool can record from the camera using various YCbCr 422 and 420 formats needed for HVEC and ProRes HDR10 recording, but doesn't offer any options for screen recording HDR. So that leaves in-game screen recording with AVFoundation. Without any YCbCr formats exposed in Metal api, how do we use CVPixelBuffer with Metal, and then send these formats off to the video codes directly? Can we send Rec2020 RGB10A2Unorm data directly? I'd like the fewest conversions possible.
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How is this a valid stack trace with mangled symbol names and file/line information? I've already demangled the name, even though Windows does this for me. The recommended approach to get file/line seems to be to proc "atos" process repeatedly on the symbols to turn them all into file/line. But shouldn't there just be a function call for this, or option to backtrace_symbols() since it's looking up the symbol anyways. I don't get how this external process call would work for iOS, and it seems slow for macOS as well. Compare this with Window CaptureStackBackTrace, and then there is a simple function call via DbgHelp.lib to retrieve the file/line. Am I supposed to somehow use the CoreSymbolicate framework on macOS/iOS?
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I've got a Mac Mini running as a CI/CD server; it's a game project, and every time we push a change to the repo, the server creates a build & uploads it to TestFlight. I've noticed that after running the server for around a week or so, the main drive is getting filled to the point of the machine becoming unresponsive (and our builds failing). After some investigation, I've determined that /private/var/folders/ is getting filled up with... something, related to the Xcode build/archive. It seems like we absolutely do not need this information, so I've periodically run rm -rf /private/var/folders/* to clean it out – some folders are permission-protected, but regardless, I'm able to recover >100GB with this method. Although this workaround does suffice, I'm just wondering what kinds of files Xcode is creating here, and whether there's a cleaner/best-practice method to remove them.
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Hello everyone. I wonder what conditions should be met to let Sonoma activate Game Mode for my App? The app is a 3D application with high demands on GPU, so gaining additional performance from OS would be great. But simply going full screen does not activate Game Mode like e.g. games from Steam do. Are there any settings that one could influence to let the app trigger Game Mode? Best regards, Alex
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