And we had quite as simple situation compared to a complex game engine. Having done this myself (for a professional application not game) the work needed to go from a TBIR pipeline to TBDR was 10x the work needed to go from VK to Metal. But I think it is worth pointing out that just because an app is compiled for ARM64 and uses metal does not mean it is optimised for apples GPU: Something Anthony also explicitly mentions a few times in the video.įor sure, it will take a long time (if ever) for non mobile focused games to bother to optimise for TBDR pipelines. ![]() ![]() ![]() That isn't really an issue with the tests though as it simply is a reflection of the current situation in regards to software support.
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