Probably. Btw, I also checked with current NME and it behaves similar, if that information helps.
This is an older version of macOS and Windows, but these numbers seem relevant
Does anyone know debuggers/profilers for OpenGL on macOS?
Iāve 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, itās 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 donāt 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. Iāll 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 donāt know, whether there are enough Lime users targeting macOS to make it worth it. So I guess until someone doesnāt do it, it wonāt be done. But that would be another topic.
Given Appleās announcement of deprecating OpenGL, does that increase the priority of having Metal support (or is that in there already?)
It does offer the option of using ANGLE -> MoltenVK -> Metal, but Iām not sure. We might up the importance of writing a Vulkan renderer, and then using MoltenVK on macOS
Is there any new progress in this? My performance on the Mac, the FPS display is stable, but the picture looks very stuck.