This session focuses on your shaders and how to improve their flexibility and speed with some of the new Metal compiler tools, including new ways to convert your shaders to Metal intermediate representation and how to avoid on-device compilation by finalizing GPU binaries during your games' build time. The first session, covers how you can evaluate your game and "make a game plan". This session is the second part of a 3-part series on bringing your high-end games to Mac. I'm Varun Subramanian, an Engineer in GPU, Graphics, and Display Software group at Apple.
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