Stuart Carnie

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@TCROC #99820 will now support your iPhone

@maxelusgit do you have a MRP we can look at, as that will help us troubleshoot the problem. It is also likely a separate issue, as an iPhone 14 should...

@maxelusgit you should also clear out your Godot `shader_cache` directory.

> For those interested, I've made a blog post that has videos of how the new Adjustable tonemapper works: Very cool – tried the HDR video on my MacBook Pro...

Good to know, thanks. The warnings are ok – I will look at whether we can suppress them in release builds. An SPIR-V optimiser would reduce them significantly, as we...

What version of MoltenVK are you using to build your application? I have not verified this, but can you try running Metal and Vulkan with the Metal compilation cache completely...

As noted in #96052, from a cold startup, Metal _should_ be faster than Vulkan, which was also confirmed by [another user](https://github.com/godotengine/godot/pull/96052#issuecomment-2308736696). Indeed, this was only validated on macOS, as it...

@georgwacker try setting this environment variable when you run your iOS app from a cold start: ```env GODOT_MTL_SHADER_LOAD_STRATEGY=lazy ``` I'll elaborate in a follow-up comment, but it should make a...

I have determined the difference, which I identified in #96052: > Take note of the section summary, for the shader_compile statistics, that indicate 936 unique shaders were compiled. > >...

As an aside, the Metal driver uses considerably fewer resources: ![Image](https://github.com/user-attachments/assets/3ffc06a2-3bee-48c7-b398-e5da2e069933) than MoltenVK for the Bistro demo: ![Image](https://github.com/user-attachments/assets/d467e161-7376-4f74-8b48-689f7de5b125) That doesn't necessarily mean it's better, but it is significant.