![]() Games typically implement modern rendering techniques by using indirect rendering. Your game can leverage the powerful graphics architecture of Apple processors by optimizing how it submits commands to the GPU. Each game is responsible for making GPU resources, including textures and data buffers, available to the GPU, and configuring how your shaders can access them. To help you with that, this session covers four topics, with Metal best practices, so you can leverage the powerful architecture of Apple GPUs. ![]() As you port your renderer to Metal, you’ll notice your engine requires mapping the concepts from other platform graphics APIs to Metal. This session completes the process of bringing your game to Mac by giving you detailed insights about how to port your renderer to Metal and get great performance out of Apple Silicon. The first session covers how you can use the new Game Porting Toolkit to run your umodified Windows game on the Mac to evaluate your graphics, audio, and display features the second session shows how much development time you can save by compiling your existing HLSL shaders to Metal using the new Metal Shader Converter tool. This session is the third of a three-part series that helps you bring your game to Mac. ♪ ♪ Georgi: Hello and welcome! I’m Georgi Rakidov, Software Engineer in GPU, Graphics, and Display Software.
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