APPLE

Metal 4: Two new functions that will be important for Mac Gaming

Relations of Apple with games on the Mac have always been … interesting. While the company spent a fortune, trying to create a Mac as the right game machine, gamers have not yet hugged it, as Apple hoped. But with Metal 4 announced on WWDC25, Apple represents two practical steps that can help a larger number of AAA games work even better on the Mac. That's what they are.

Here is the main idea, as Apple explained:

High resolution images can consume a graphic processor for a significant period of time. Instead, your application can display images with low resolution and use Metalfx to increase them. The combined time to visualize your final image is reduced, and this means that your application can save time for each frame. You can use the time saving time to present the next frame earlier.

This technique is not new, and although it does not magically turn the MacBook air into the game installation, it helps developers to squeeze the best frequency of personnel, without sacrificing too much visual quality. And it is here that interpolation also enter the opstroenase. In order to force the graphic processor to work overtime to make more frames per second, interpolation generates new personnel between real ones. This occurs by analyzing the movement vectors and data about the depth from your game to find out how objects move between the frames. Your application can use it to create intermediate frames for much less time than it will be required to display each frame from scratch. You can use these intermediate frames to achieve an even higher frame rate. For developers, this is a way to deliver experience at 90 Hz or 120 Hz without completely doubling the working load of rendering. But this is also well -known. The more rays you surrender to imitate realistic lighting and reflection, the more beautiful the scene looks, but the slower the frequency of personnel. The exposure occurs during the scaling process, which means that you get a more smooth, without noise, the image without the need to write user double code or perform heavy processing on the processor side. To learn more, I propose to see the “Opening of Metal 4” and go further with the Metal 4 WWDC25 sessions.

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