OpenFl performance abysmal on Mac C++ target

Probably. Btw, I also checked with current NME and it behaves similar, if that information helps.

Could this be relevant? A SDL version using Metal on the Mac?
https://github.com/gzorin/SDL-metal

This is an older version of macOS and Windows, but these numbers seem relevant

Does anyone know debuggers/profilers for OpenGL on macOS?

Iā€™ve seen this article, but I would not expect 7x-10x worse CPU time than on Windows, normal and in VM.

As to profiling, Xcode has one, but I never used it before. Btw, itā€™s somewhat broken in Xcode8:
https://forums.developer.apple.com/message/204679. You should be able to run it by enabling remote profiling from the preferences (checkbox is disabled while you donā€™t set a password). Once enabled, you should be able to connect to it (even from same machine) and attach profiler to the running application you want to debug. Iā€™ll probably try it myself.

I was about to ask about Lime and Metal support on macOS, but I doubt @singmajesty has time to work on it and I donā€™t know, whether there are enough Lime users targeting macOS to make it worth it. So I guess until someone doesnā€™t do it, it wonā€™t be done. But that would be another topic.

Given Appleā€™s announcement of deprecating OpenGL, does that increase the priority of having Metal support (or is that in there already?)

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It does offer the option of using ANGLE -> MoltenVK -> Metal, but Iā€™m not sure. We might up the importance of writing a Vulkan renderer, and then using MoltenVK on macOS

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Is there any new progress in this? My performance on the Mac, the FPS display is stable, but the picture looks very stuck.