We’ll go Metal when iOS devices that support it are a significant percentage (80%+, I guess…). Right now - still - more than half of the devices we run on don’t support it so it’s not worth spending the time on. [/quote]
As times go on everyone is going to want the latest gadgets these days, especially kids so when the iPad pro is launched I could imagine the increase would slowly start to build up. It may even jump at Christmas time and there’s always a possibility of Apple updating iPad Air models to use metal or even update their chips expanding the number of devices that metal can use.
Thanks for linking that thread I must of missed that but it was extremely explanatory in a good way and it’s really appreciated.
Really, they introduced another shader language? Is the A9X command set or rendering pipeline so significantly different that they had to do that? Or do they just love the sound of every dev house with a shader library simultaneously banging their heads against their desks.
They could use GLSL with extensions, similar to how they actually used C++11 with extensions. I’m not sure why they did this - my guess would be that it’s to attract people with OpenCL experience - but of course it was a pain for every single person I talked to who had to port to Metal. For us we write our shaders in HLSL anyway and use a transpiler to get GLSL sources so we’ll just adapt it to also be able to output Metal shaders, but it’s still mildly annoying.
I really liked HLSL. I’d built up a little library of shaders I was quite proud of for some personal XNA projects before Microsoft killed it and I moved on to other things.
Before doing anything, could you guys add support for the iPhone 6/6+ screen resolution? The app looks pretty weird currently just using the scaled one.