Interestingly, the MetalFX developer documentation reveals that the upscaling technology supports both temporal antialiased upscaling (such as in DLSS, FSR 2.0, and XeSS) and spatial upscaling (such as in FSR 1.0). During the WWDC 2022 presentation, Senior Director of GPU Software Jeremy Sandmel revealed that No Man’s Sky (coming to iPad and Mac later this year) will be one of the first games to take advantage of MetalFX. MetalFX gives you two different ways to upscale your input renderings:
Temporal antialiased upscaling Spatial upscaling
Another is Capcom’s Resident Evil Village, also scheduled to launch later this year on Mac. Masaru Ijuin, manager of Capcom’s Advanced Technical Research Division, said: Besides MetalFX upscaling, Apple also added the following features to the Metal 3 API for games. […] With MetalFX Upscaling, we’re able to render amazing high-resolution visuals across the entire line, with MacBook Air running effortlessly at 1080p and Mac Studio delivering a breathtaking 4K experience. Previously, this was only possible with high-performance consoles and gaming PCs, but we’re now able to bring this to every mac with Apple silicon.
Offline shader compilation
The compiler can generate GPU binaries at project build time to eliminate in-app shader compilation, helping games improve performance and reduce load times..
Mesh shaders
This new geometry pipeline replaces vertex shaders with two new shader stages — object and mesh — that enable more flexible culling and LOD selection, and more efficient geometry shading and generation.
Metal backend for PyTorch
The new Metal backend in PyTorch version 1.12 enables high-performance, GPU-accelerated training using MPS Graph and the Metal Performance Shaders primitives.