Linked by Thom Holwerda on Fri 27th Jun 2014 17:42 UTC

Metal. If the name sounds hardcore, it's because it's a hardcore improvement to the way games will be able to perform on iOS 8. Metal represents a much more no-nonsense approach to getting the most out of the Apple A7's gaming performance, assuring users of the iPhone 5S, iPad Air and iPad mini with Retina display that their devices will continue to be top-notch game systems come this fall.

Right now in iOS 7 software called OpenGL ES sits in between the game and the core hardware that runs it, translating function calls into graphics commands that are sent to the hardware. It's a lot of overhead. And iOS 8 is getting rid of a lot of it.

A nice overview of Apple's Metal.

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RE: Confused by the explanation
by Wootery on Sun 29th Jun 2014 09:52 UTC in reply to "Confused by the explanation"
Member since:

After reading the article, I'm still confused about what Metal really is. What's the difference between an OpenGL shader and a Metal shader?

The summary is quite clear: its goal is to have less overhead than OpenGL-ES.

Reply Parent Score: 1

flypig Member since:

I agree that part was clear, but it wasn't at all clear to me from the article - which is rather high level - how it was intending to achieve it. Given existing shader languages are compiled down and executed directly on the GPU, after which OpenGL needn't have much involvement (depending on the task), I was curious as to what sort of overhead they were talking about.

After reading burnttoys's really helpful comment below [1] I've subsequently had a look at Apple's developer library [2,3], which to my mind gives a much clearer picture of what Apple are doing with this.




Reply Parent Score: 4