Am 12.09.2014 um 09:38 schrieb Till Oliver Knoll <till.oliver.kn...@gmail.com>:
>
> ...
> Second, it is much more exclusive than you think: it's (still) exclusive to
> the A8 chip, so no support in current iPhone and iPads.
That's off course wrong: Metal will run on the already released A7 chip found
in the current iPhone 5S (and probably also on the latest iPad).
By the way, somewhat off-topic, but I found this article here gives a good
comparison and explains why and how everyone wants to get "closer to the Metal":
http://renderingpipeline.com/2014/06/whats-the-big-deal-with-apples-metal-api/
Extremely simplified it means that your application takes over the
responsibility (and possibilities) what normally the "graphics driver" would do
for you, namely filling and scheduling "command queues in the optimal order"
where it is also easier to have those "low-level commands" created in multiple
threads. Off course it is completely up to the application to synchronise
properly and find the perfect pattern for the particular use case by also
making clever use of certain assumptions: e.g. a shader doesn't need to be
recompiled until after the "game loop" ends, making many "validity checks" an
OpenGL driver usually has to make superfluous.
Cheers,
Oliver
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