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Does an empty CollisionFilter prevent RealityKit input on macOS and iOS?
Apple's InputTargetComponent documentation shows this code for an entity that should receive input without participating in physics: // Create a collision component with an empty group and mask. var collision = CollisionComponent(shapes: [.generateSphere(radius: 0.1)]) collision.filter = CollisionFilter(group: [], mask: []) myEntity.components.set(collision) In my RealityKit scene, myEntity also has an enabled InputTargetComponent and a GestureComponent with a TapGesture callback. I use .trigger collision mode. With the empty group and mask, the callback runs on visionOS but does not run on macOS or iOS. Changing the filter to CollisionFilter.default makes the callback run on macOS and iOS. The entity and gesture setup are otherwise the same. Should the documented empty filter still allow input hit testing on macOS and iOS? Is this a RealityKit bug, or does input targeting on those platforms require a different collision filter or additional setup?
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64bit atomics in metal
According to the official Metal Feature Set Tables, the Apple9 family introduces full 64-bit atomics such as atomic_compare_exchange_weak_explicit() and others. However when trying to use it the compiler throws an error "no matching function call...". Example: kernel void test_64bit_cas(device atomic_ulong* atomic_var [[buffer(0)]]) { ulong expected = 0; ulong desired = 1; // This fails to compile despite Apple9 hardware supporting 64-bit buffer atomics atomic_compare_exchange_weak_explicit(atomic_var, &expected, desired, memory_order_relaxed, memory_order_relaxed); } Am i doing something wrong ?
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GameKit Saved Games empty on iOS app running on Mac; iCloud reports app uninstalled
I’m investigating GameKit Saved Games synchronization between an iPhone and an iOS app running on an Apple-silicon Mac through TestFlight—not a native macOS or Mac Catalyst app. Environment: • iPhone 11, iOS 26.6.2 • Apple-silicon Mac, macOS 27.0 (26A428) • Built with Xcode 27 (27A266a), minimum iOS 16 • Same iCloud and Game Center accounts, confirmed manually • iCloud Drive enabled, including the app’s per-app syncing setting on Mac Expected: The Mac can discover and load the existing iPhone save. Observed: The iPhone’s fetchSavedGames returns two entries, one matching our expected save name, and loadData successfully reads that matching save. On the Mac, fetchSavedGames completes without an error but returns an empty array. This is the raw result before our filename filtering. Game Center authentication succeeds. Our app-level identity checks also resolve to the same game/environment/profile scope on both devices. We understand this does not independently prove the iCloud accounts match. The installed Mac app’s signed entitlements include: • Game Center • iCloud environment Production • CloudDocuments • The expected matching iCloud and ubiquity container identifiers The unusual system observation is that brctl status for this container reports: client:blocked-app-uninstalled SYNC DISABLED (app not installed) This persists while the app is installed and running. The container reports foreground when the app is open. Completed checks: Verified installed build and signed entitlements. Confirmed LaunchServices registration of the app wrapper and inner iOS bundle. Targeted re-registration, normal Mac restart, and reopening did not clear the state. In a separately triggered diagnostic inside the signed app, called FileManager.url(forUbiquityContainerIdentifier:) off the main thread with the exact entitled container identifier. That call returned a nonnil URL, but the immediate GameKit fetch and a subsequent delayed check still returned zero saves. The system block remained unchanged. The diagnostic did not write a save, restore progress, or directly read/write container files. We have not deleted app data, reset iCloud, or rewritten the source save to force synchronization. I found the authentication-timing discussion at: https://developer.apple.com/forums/thread/718541 However, our result persists across subsequent fetches and restarting the Mac, rather than only the first fetch near authentication. Questions: • Is there an additional supported configuration or initialization requirement for GameKit Saved Games in an iOS TestFlight app running on Apple silicon? • What targeted diagnostics would help explain why the container remains marked app-uninstalled despite the app being installed and running? • How should an app distinguish a genuinely empty Saved Games result from synchronization that is not yet available? We have not established that this is an Apple defect. We currently have an instrumented application, but not a separate minimal project reproducing the issue.
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SpriteKit framerate drop on iOS 26.4 (ongoing for months)
I have noticed that the performance drop on SpriteKit-based projects running on iOS 26 is still ongoing With iOS 26 back in Sep 2025 a framerate problem was introduced. My app was always running smoothly with 60fps even on very old devices suddenly started to stutter with 40fps - and lower on a rather normal iPhone 13. This problem continued with BETA 26.1 The problem was fixed in 26.2. But 26.3 brought the problem back and its still ongoing with 26.4 of yesterday This is easily reproducible with a very simple example // // BareboneSpriteKitApp.swift // BareboneSpriteKit // // Created by Bernd Beyreuther on 24.02.26. // import SwiftUI import SpriteKit @main struct BareboneSpriteKitApp: App { var body: some Scene { WindowGroup { BareboneSceneView() } } } final class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size scaleMode = .resizeFill anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let s = SKSpriteNode(color: .cyan, size: CGSize(width: 64, height: 64)) addChild(s) let action = SKAction.rotate(byAngle: .pi, duration: 2) s.run(.repeatForever(action)) let t = SKLabelNode(text: deviceInfoString()) t.fontSize = 15 t.position.y = -100 addChild(t) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } func deviceInfoString() -> String { let os = ProcessInfo.processInfo.operatingSystemVersion let osString = "iOS \(os.majorVersion).\(os.minorVersion).\(os.patchVersion)" let model = UIDevice.current.model // "iPhone", "iPad" let machine = { var sysinfo = utsname() uname(&sysinfo) return withUnsafePointer(to: &sysinfo.machine) { ptr -> String in ptr.withMemoryRebound(to: CChar.self, capacity: 1) { cptr in String(cString: cptr) } } }() // z.B. "iPhone15,2" return "Model Identifier: \(model) (\(machine)), \(osString)" } I file a bugreport via Feedback Assistant FB22038921 The problem is no around for such a long time ! This is deeply concerning, because it questions if it is really feasable to continue to develop using Spritekit ?
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Get Desktop background image
In a WWDC 2019 "Advances in macOS Security" at 18:40 there is the following code func getDesktopWindowIds() -> [CGWindowID] { let windows = CGWindowListCopyWindowInfo([.optionOnScreenOnly], kCGNullWindowID)! as! [[String: AnyObject]] let DesktopWindowLevel = CGWindowLevelForKey(.desktopWindow)-1 let DesktopWindows = windows.filter { let windowLevel = $0[kCGWindowLayer as String] as! CGWindowLevel return windowLevel == desktopWindowLevel } return desktopWindows.map { $0[kCGWindowNumber as String] as! CGWindowID } } to find the CGWindowID of the Desktop background. This works, but when you then try to get the CGImage for that CGWindowID with let cgImage = CGWindowListCreateImage(CGRectNull, [.optionIncludingWindow], cgWin, [.bestResolution]) cgImage does get a reference, however it's just a gray image. Not the Desktop picture. It's clear from the documentation that ScreenCaptureKit should be used. However, if used I get multiple warnings to the user, the most concerning one states: "App" would like to record this computer's screen and audio. This is not true! I do nothing with audio and to say a capture is a recording is also misleading. Is there way to achieve what use to work before macOS 27? Or a way to change/avoid this misleading warning? Is there a reason why this warning is needed for capturing the Desktop background where before it was explicitly allowed?
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CGSetDisplayTransferByTable is broken on macOS Tahoe 26.4 RC (and 26.3.1) with MacBook M5 Pro, Max and Neo
The CGSetDisplayTransferByTable() is not working on the latest round of Mac hardware, namely the MacBook Neo (external display), MacBook M5 Pro (both built-in and external display) and possibly the M5 Max. All tested apps (BetterDisplay, MonitorControl, f.lux, Lunar) exhibit the very issue both in macOS Tahoe 26.3 and macOS Tahoe 26.4 RC. Tested on multiple Macs and installations on the MacBook Neo and MacBook M5 Pro. This issue breaks several display related macOS apps. Way to reproduce the issue using an affected app: Install the app BetterDisplay (https://betterdisplay.pro) Launch the app, open the app menu, choose Image Adjustments and try to adjust colors. Adjustments take no effect Way to reproduce the issue programmatically: Attempt to use the affected macOS API feature: https://developer.apple.com/documentation/coregraphics/cgsetdisplaytransferbytable(::::_:) Here are the FB numbers: FB22273730 (Filed this one as a developer on an unaffected MBP M3 Max) FB22273782 (Filed from an affected MBP M5 Pro running 26.4 RC, with debug info attached)
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PHASE occluder silences direct sound instead of muffling it
I’m using PHASE for an outdoor soundscape with only .directPathTransmission enabled. A point source and listener are 2 metres apart. Between them is a PHASEOccluder built from a 2 × 2 × 0.02 metre MDLMesh box, with a .cardboard material assigned to every shape element. Without the occluder, the sound is loud. With it, the sound is completely inaudible. Switching to .glass and setting the sampler’s cullOption to .doNotCull makes no audible difference. This happens on both iOS Simulator and a physical iPhone. Adding .lateReverb produces faint audible sound, but room reverb is inappropriate for this outdoor scene and doesn’t establish whether direct transmission works. Is this expected attenuation, or is additional configuration required to hear muffled sound through an occluder? Is there a working sample demonstrating material-dependent transmission with reverb disabled?
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ios27 ARSCNViewDelegate EXC_BAD_ACCESS (code=2, address=0x16f74ffb0)
Hi, I understand Scenekit is deprecated in ios27, but expectation is that it should continue working in ios27 and not anymore maintained. With ios27 , when we attempt to set self.delegate in an ARSCNViewDelegate we receive a crash. Is there any workaround to have that fixed until we have time to move away from Scenekit? Can this be part of a fix in ios27 considering we should have sometime to migrate out production apps or that won't go through? Thank you.
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macOS 27 beta: ProMotion refresh cadence is unstable, causing constant scroll judder
FB24091347 On macOS 27.0 beta (26A5388g), MacBook Pro M4 Pro, the built-in ProMotion display never settles on a stable refresh cadence. Scrolling in SwiftUI judders constantly. The same app binary was smooth on macOS 26, and is smooth on a 120 Hz ProMotion iPad. I captured two 60-second Instruments traces — same app, same scene, same scrolling, no external display — changing only the display's refresh-rate setting. On ProMotion the vsync interval standard deviation is 4.093 ms across six different cadences, mostly flip-flopping between 120 Hz and 60 Hz. Forced to a fixed 60 Hz it drops to 0.391 ms with a single cadence. The app presented an identical 59 fps median in both runs — frame production is perfectly steady, the display just holds each frame for an unpredictable length of time. That's what makes this nasty: it's invisible to every frame-rate metric, so it looks like the app got slow when nothing about the app changed. I spent most of a day profiling my own code before realising the app was never the problem. Workaround: force the built-in display to 60 Hz. Worth noting, because it complicates the picture: attaching a 60 Hz Studio Display makes the built-in smooth, but the Studio itself then judders — despite its own vsync cadence measuring perfectly stable. So refresh rate alone isn't the whole story, and there may be a second mechanism. The clean, reproducible, single-variable result is the ProMotion vs forced-60 Hz comparison on the built-in panel. If you can reproduce this on an M-series MacBook Pro on 27 beta, please file a duplicate referencing FB24091347.
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On-screen RealityView starves CADisplayLink to 30 Hz on ProMotion (Mac Catalyst)
FB24536235 On Mac Catalyst under macOS 27, a plain CADisplayLink asking for CAFrameRateRange(minimum: 60, maximum: 60, preferred: 60) gets serviced at 30 Hz for as long as a RealityView is on screen in the same window. The link does nothing per tick but count, so there's nothing of mine to blame it on. RealityKit's own statistics overlay reads 60.41 fps in the same frame. Click a segmented control that removes the RealityView and the same link goes straight back to 60. Nothing else changes. That's the whole reproducer, and I've attached it to the radar. It only happens while the display panel is in ProMotion mode. Set the built-in to a fixed 60 Hz and it's correct again. With an external 60 Hz display attached the roles swap: the built-in is fine and the external drops to somewhere between 18 and 30, and setting the built-in to 60 Hz fixes that one too without touching the external's own settings. A raw MTKView presenting continuously at 60, at 120, and on a 120 Hz link presenting every second callback are all fine, so it isn't continuous presentation and it isn't the requested rate. It's RealityKit specifically. Worth knowing if you're testing: RealityView on Catalyst is an ARView underneath, so both paths give you the same answer. This is VERY rough for anything that puts RealityKit next to a UI. In an editor that's the sidebar, the inspector, gizmos, drag handles, every display-link-driven or UIKit animation in the window running at half rate around a viewport that stays smooth. Likely Related to FB24091347, which is the same defect seen as SwiftUI scroll judder. If you can reproduce either, please file a duplicate. Attached two screenshots; first with promotion enabled, second with promotion off. PLEASE fix this, it drives me crazy and there seems to be no workaround. On release day of macOS 27 our app will likely be blamed for it by users and my hands are tied. Thank you!
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Clarifying Fence Behavior in Metal 4
I have some clarifying questions on how fences work in Metal 4. If two encoders A, B update the same fence and encoder C waits on that fence, is the work encoded by C guaranteed to execute after both A and B have completed, or after either A or B have completed? The following quotes in the waitForFence() documentation seem contradictory. "Encodes a command that instructs the GPU to pause before starting one or more stages of the pass until a pass updates a fence." "When encoding a pass that reuses a fence, wait for other passes to update the fence before repurposing that fence..." Are fences unsignaled when they are waited on? Specifically, can two (or more) encoders wait on a fence that is only updated in a single prior encoder? If an encoder updates a fence, no subsequent encoders in the command queue wait on the fence, and the command queue is committed, is that fence still signaled when used in a subsequent command buffer?
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GKMatch: GameKitServices crashes in GCKSessionReceiveDOOB on the second real-time match — the finished session is never reclaimed
We ship a two-player real-time GameKit game. On iOS 27 the app crashes inside GameKitServices on the second real-time match of any app session — nine times out of nine yesterday. Filed as FB24789094 (and FB24788999 for a separate reinvitation problem). Posting the measurements here because the unified log makes the mechanism visible, and because everything I tried at the app level failed — maybe somebody has the missing piece. THE CRASH Main thread, no application frame anywhere on the stack: CFRetain + 52 GCKSessionReceiveDOOB + 1632 -[GKSessionInternal receiveDOOB:fromPeer:inSession:context:] + 320 -[GKSessionInternal(_private) tellDelegate_didReceiveBand_RetryICE:] + 212 __NSThreadPerformPerform + 264 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ EXC_BAD_ACCESS (SIGBUS), EXC_ARM_DA_ALIGN at 0x9 (0xa in one report). In every report the faulting address is exactly x0 + 8, and x0 is 1 or 2 — CFRetain is handed a small integer, not a pointer. A use-after-free would fault on a large plausible-looking address; 1 and 2 are not addresses at all. Address Sanitizer agrees: no heap error is reported before the fault, only __asan::ReportDeadlySignal directly above the same three GameKitServices frames. It reads like type confusion in the RetryICE band path. Not the SDK: a build made with Xcode 26.6 against iphoneos26.5 crashes identically — same stack, same registers. The peer's OS does not matter either (iPadOS 17.7.11, iOS 26.6.1 and iOS 27.0 all seen on the other side, and in one case an older build of our own app). Only the crashing device is always on iOS 27.0 (24A435), an iPhone 15 Pro. RECIPE Two devices, two Game Center accounts. Form a two-player real-time GKMatch — GKMatchmaker.findMatch(for:) or an invitation, both reproduce. Wait for the peer to connect, call finishMatchmaking(for:). Play for ten seconds or so, so data really flows. End it: match.disconnect(), release the GKMatch. In the SAME process, form a SECOND real-time match. Play. The crash lands roughly ten to thirty seconds after the second match starts exchanging data. A first match in a freshly launched process has never crashed for us. Out of eleven app sessions that reached a second match, two were force quit by hand during other tests and the remaining nine all crashed here. THE SESSION IS NEVER RECLAIMED GameKit runs one "com.apple.gamekitservices.gcksession.recvproc" / "sendproc" thread pair per live real-time session, in the app's own process. You can count them from inside the app, which turns out to be the only way to see what is going on: var threads: thread_act_array_t? var count: mach_msg_type_number_t = 0 task_threads(mach_task_self_, &threads, &count) // then pthread_from_mach_thread_np(threads[i]) + pthread_getname_np, and compare the name Measured across one app session: after Game Center authentication, before any match ......... 0 first match live ........................................... 1 right after match.disconnect() returns ..................... 1 <- not reclaimed before the second match is adopted ......................... 2 right after the second match's disconnect() ................ 2 Every crash report shows two of those pairs alive, although the app holds exactly one GKMatch at a time and releases the finished one the instant disconnect() returns. The same leak is visible on iOS 26.6.1 (an iPhone 11 Pro leaks identically) — it just does not crash there. WHAT THE LEFTOVER SESSION DOES Each match gets its own CDXClient. The first match's is never torn down, and keeps poking its hole on a 30-second keep-alive, on the same local port (:16402) the second match then binds: 15:28:05.117 <CDXClient: 0x155872e40> requesting-hole-punch <- match 1 15:28:35.289 <CDXClient: 0x155872e40> requesting-hole-punch <- match 1, +30s, match already over 15:28:50.197 <CDXClient: 0x12d4bda40> requesting-hole-punch <- match 2 15:29:05.287 <CDXClient: 0x155872e40> requesting-hole-punch <- match 1 again, 4s before the crash GCKSessionCreate:6425 globalscopelaunch appears once per process; the second match only does 6509 globalscoperequest and reuses the global scope. During the second match's ICE setup a packet arrives belonging to no live session: -[CDXClient handleFDEvent]:1066 packet-from-unknown-session -[CDXClient handleFDEvent]:1067 Incoming packet from unknown session. SID = ... immediately followed by [ERROR] ICEStopConnectivityCheck:2763 ICEStopConnectivityCheck() found no ICE check with call id (...) [ERROR] gckSessionCheckPendingConnections:1545 iICEChecksLeft=0, iUnconnectedNodeCount=0, iDDsExpected=1 Those lines appear exactly three times in a 28-minute window, all three in the two processes that went on to crash, never during a first match. About fourteen seconds later the RetryICE band is delivered and CFRetain is called on the garbage. WHAT DID NOT WORK Releasing the GKMatch immediately after disconnect(). The session threads stay. Waiting. Gaps of 17, 19, 22, 25, 30 and 45 seconds between the two matches all crashed. Tearing the match down cleanly. I suspected that calling disconnect() while match.players was still non-empty was the trigger — five out of five such teardowns were followed by a crash. So I made the quitting side announce its departure, wait for match(_:player:didChange:) to report the peer gone, and only then disconnect. It works (disconnect now runs with players == 0) and it changes nothing: the count still reads 1 afterwards, and the next match still crashes. Worth saying explicitly, because the correlation was strong enough to look causal. Skipping finishMatchmaking(for:). No effect. The only thing that reliably avoids it is allowing a single real-time match per app launch, which is a poor thing to ship. QUESTIONS Is there a supported way to make GameKit release a finished GKMatch's session inside the process? A GKMatch that never connected (peer wait timed out, disconnect() on an empty match) appears to leave the same residue, so it is not about how the match ended. And has anyone else seen GCKSessionReceiveDOOB / tellDelegate_didReceiveBand_RetryICE? I could not find a single mention of these symbols anywhere.
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RealityKit: How to read the current audio playback position, and sync audio across multiple entities?
Hi, in RealityKit, AudioPlaybackController exposes duration, gain, speed, play/pause/stop, and a completion handler, but I can't find a way to read the current playhead position while a resource is playing. I need this to trigger animations and other timed events in sync with the audio. Is there a supported way to read the current playback position on AudioPlaybackController? If not, is this planned any time soon? Also, is there a sample-accurate way to start/keep audio playback in sync across multiple entities in RealityKit? Appreciate any guidance, thanks.
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MTL4FXTemporalDenoisedScaler initialization
I’m trying to use MTL4FXTemporalDenoisedScaler, and I’m seeing a crash during initialization even with a very simple sample app. I created a minimal sample here: https://github.com/tatsuya-ogawa/MetalFXInitExample The exception is: NSException: "-[AGXG16XFamilyHeap baseObject]: unrecognized selector sent to instance ..." What I found is: • This works: descriptor.makeTemporalDenoisedScaler(device: device) • This crashes: descriptor.makeTemporalDenoisedScaler(device: device, compiler: metal4Compiler) So the issue seems to happen only with the Metal4FX version. For testing, I’m using an iPhone 15 Pro. According to the Metal Feature Set Tables, MetalFX denoised upscaling should be supported on Apple9 and later, so I believe the device itself should meet the requirements. Reference: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Has anyone seen this before, or knows what might be causing it? I’d appreciate any advice. Thanks.
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Metal FP32 arithmetic rounding-mode and denormal controls for deterministic shaders
Metal already provides a strong precise floating-point contract. With fast math disabled (mathMode = .safe and mathFloatingPointFunctions = .precise, or -fno-fast-math), the Metal Shading Language specification requires correctly rounded FP32 add, subtract, multiply, reciprocal, divide, sqrt, rsqrt, and fma. I am looking for clarification and, if necessary, API support for the two remaining pieces needed for portable bit-exact numerical shaders: Arithmetic rounding mode MSL §8.2 says either round-to-nearest-ties-to-even or round-toward-zero may be supported for floating-point operations. I cannot find a way to select or query the arithmetic rounding mode. The newer MTLCompileOptions.floatingPointConversionRoundingMode appears to apply only to narrowing float-to-float conversions, not arithmetic operations. Do all currently supported Apple GPU families use round-to-nearest-ties-to-even for precise FP32 add/subtract/multiply/divide/sqrt? If so, could that be made a documented guarantee? Otherwise, could Metal expose an arithmetic rounding-mode compile option and a corresponding MTLDevice capability query? Denormal behavior MSL §8.1 and §8.5 permit denormalized FP32 operands and results to be flushed to zero, including with fast math disabled. I cannot find a control or capability query for preserving denormal inputs and results. Do current Apple GPU families support denormal-preserving FP32 arithmetic? Could Metal expose a preserve/flush mode and a MTLDevice query? A convenient end state would be a queryable strict FP32 configuration combining: safe math; precise FP32 functions; contraction disabled when separate rounding points are required; round-to-nearest-ties-to-even arithmetic; preserved FP32 denormal inputs and results; defined signed-zero, infinity, and NaN behavior. My use case is deterministic GPU numerical simulation. A small compute-shader probe can identify effective rounding and denormal behavior on one GPU/OS/compiler combination, but it cannot provide the portable or future-proof contract needed by applications and higher-level APIs such as WebGPU. Related cross-API work: SPIR-V/Vulkan: https://github.com/KhronosGroup/SPIRV-Registry/issues/448 HLSL/DXIL/D3D12: https://github.com/microsoft/hlsl-specs/issues/926 WebGPU/WGSL umbrella issue: https://github.com/gpuweb/gpuweb/issues/2259 Relevant Metal documentation: Metal Shading Language Specification, §§1.6.3 and 8.1–8.5: https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf MTLCompileOptions.mathMode: https://developer.apple.com/documentation/metal/mtlcompileoptions/mathmode MTLCompileOptions.floatingPointConversionRoundingMode: https://developer.apple.com/documentation/metal/mtlcompileoptions/floatingpointconversionroundingmode
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iMac gpuRestart and then crash
Hi all, This has been bothering me for quite a while. Basically my new iMac (bought for a few months only) started to crash randomly. I went to the genius bar and they couldn't do anything to identify the issue, I tried reinstalling the OS and even reinstalling an older version of Mac OS as well, but still seeing this issue. Today it happened twice and below are the details: Mac specs: Model Name: iMac  Model Identifier: iMac20,1  Processor Name: 10-Core Intel Core i9  Processor Speed: 3.6 GHz  Number of Processors: 1  Total Number of Cores: 10  L2 Cache (per Core): 256 KB  L3 Cache: 20 MB  Hyper-Threading Technology: Enabled  Memory: 16 GB  Boot ROM Version: 1554.100.64.0.0 (iBridge: 18.16.14556.0.0,0)  Serial Number (system): xxx  Hardware UUID: xxx  Activation Lock Status: Enabled The DiagnosticReports around the time it crashed has a lot of files with .gpuRestart, e.g.: Kernel_2021-04-27-213412_Zhuzengs-iMac.gpuRestart and file WindowServer_2021-04-27-213319_Zhuzengs-iMac.userspace_watchdog_timeout.spin in between. The details of the the first gpuRestart file Tue Apr 27 21:32:13 2021 Event: GPU Reset Date/Time: Tue Apr 27 21:32:13 2021 Application: Path: Tailspin: /Library/Logs/DiagnosticReports/gpuRestart2021-04-27-213213.tailspin GPUSubmission Trace ID: 0 OS Version: Mac OS X Version 10.15.7 (Build 19H1030) Graphics Hardware: AMD Radeon Pro 5300 Signature: 2 Report Data: GPU Log Version: 1 Restart Channel: 18 VMPT --THE STATE OF THE DRIVER AMDRadeonX6000_AMDNavi14GraphicsAccelerator state: ENABLED PCIe Device: [3:0:0], DID=0x7340, RID=0x47, SSID=0x219 TotalVideoRAMBytes: 0x00000000ff000000 (4278190080) Uptime 21:50:05.077572 [00] Channel: GFX, last reset at 0:00:00.000000 CompletedTS = 0x005be078, SubmittedTS = 0x005be079 SentTS = 0x005be078, sent at 21:49:00.896511, ScheduledTS = 0x005be079, submitted at 21:50:03.672539 Wait for Channel 18, TS 0xef924 PendingEvent: YES NumberOfPendingCB = 1, FirstPendingTS = 0x005be079, LastPendingTS = 0x005be079 FirstPendingCB: ProcessID = 225, ProcessName = WindowServer, SubmitContext = Unknown (0) GPUAddress = 0x0000000431cef000, Size = 0x000001d3, VMID = 2 ContentValidation = PASS Buffer range 0x0 .. 0x100:c0012800 80000000 80000000 c0026900 00000081 80000000 40004000 c0026900 By searching online this seems to be happening to others as well but I failed to find a common fix for this. Any help would be hugely appreciated!!!
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M5 Pro external 5K 165Hz display: Window animations and scrolling UI appear to render at ~60Hz/jitter while cursor remains perfectly smooth
Hello Apple engineers, I’m trying to determine whether what I’m seeing is expected behavior or a software issue with the new M5 Pro platform. System MacBook Pro (M5 Pro) Latest macOS Beta External 5K 165Hz monitor connected via DisplayPort Refresh rate correctly detected as 165Hz What I observe The display itself is clearly running at 165Hz. For example: Mouse cursor movement is extremely smooth. Dragging the desktop by holding an empty area is also perfectly smooth. However: Moving application windows feels much closer to 60Hz. Scrolling in Safari, Chrome and other applications also appears to run at a much lower frame rate than the display refresh rate. Mission Control animations sometimes show similar micro-stutters. This makes the cursor and desktop movement noticeably smoother than normal window animations. ⸻ Troubleshooting already performed Different DisplayPort cables Different timing configurations Different resolutions / HiDPI modes DSC enabled and disabled Refresh rate confirmed at 165Hz Same behavior across multiple applications The issue appears unrelated to the monitor itself because the cursor is clearly rendered at the full refresh rate. ⸻ Additional observation Interestingly, I previously used another external 4K 144Hz HDR monitor and did not notice this behavior. I also found another M5 Pro user reporting nearly the same issue: external 165Hz display smooth cursor window dragging jitter / micro-stuttering At the same time, I haven’t found similar reports from M4 Pro or the base M5 running the same monitor. ⸻ My question Could this be related to the new M5 Pro display pipeline (WindowServer, Display Engine, or DCP)? Is there any known issue regarding high-refresh-rate external displays on the M5 Pro platform? Or is there additional diagnostic logging (WindowServer, DCP, Metal, etc.) that would help identify whether frames are actually being presented at the display refresh rate? I’d be happy to provide: sysdiagnose WindowServer logs Screen recordings Display timing information IORegistry dumps if they would be helpful. Thank you!
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Does an empty CollisionFilter prevent RealityKit input on macOS and iOS?
Apple's InputTargetComponent documentation shows this code for an entity that should receive input without participating in physics: // Create a collision component with an empty group and mask. var collision = CollisionComponent(shapes: [.generateSphere(radius: 0.1)]) collision.filter = CollisionFilter(group: [], mask: []) myEntity.components.set(collision) In my RealityKit scene, myEntity also has an enabled InputTargetComponent and a GestureComponent with a TapGesture callback. I use .trigger collision mode. With the empty group and mask, the callback runs on visionOS but does not run on macOS or iOS. Changing the filter to CollisionFilter.default makes the callback run on macOS and iOS. The entity and gesture setup are otherwise the same. Should the documented empty filter still allow input hit testing on macOS and iOS? Is this a RealityKit bug, or does input targeting on those platforms require a different collision filter or additional setup?
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2h
64bit atomics in metal
According to the official Metal Feature Set Tables, the Apple9 family introduces full 64-bit atomics such as atomic_compare_exchange_weak_explicit() and others. However when trying to use it the compiler throws an error "no matching function call...". Example: kernel void test_64bit_cas(device atomic_ulong* atomic_var [[buffer(0)]]) { ulong expected = 0; ulong desired = 1; // This fails to compile despite Apple9 hardware supporting 64-bit buffer atomics atomic_compare_exchange_weak_explicit(atomic_var, &expected, desired, memory_order_relaxed, memory_order_relaxed); } Am i doing something wrong ?
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GameKit Saved Games empty on iOS app running on Mac; iCloud reports app uninstalled
I’m investigating GameKit Saved Games synchronization between an iPhone and an iOS app running on an Apple-silicon Mac through TestFlight—not a native macOS or Mac Catalyst app. Environment: • iPhone 11, iOS 26.6.2 • Apple-silicon Mac, macOS 27.0 (26A428) • Built with Xcode 27 (27A266a), minimum iOS 16 • Same iCloud and Game Center accounts, confirmed manually • iCloud Drive enabled, including the app’s per-app syncing setting on Mac Expected: The Mac can discover and load the existing iPhone save. Observed: The iPhone’s fetchSavedGames returns two entries, one matching our expected save name, and loadData successfully reads that matching save. On the Mac, fetchSavedGames completes without an error but returns an empty array. This is the raw result before our filename filtering. Game Center authentication succeeds. Our app-level identity checks also resolve to the same game/environment/profile scope on both devices. We understand this does not independently prove the iCloud accounts match. The installed Mac app’s signed entitlements include: • Game Center • iCloud environment Production • CloudDocuments • The expected matching iCloud and ubiquity container identifiers The unusual system observation is that brctl status for this container reports: client:blocked-app-uninstalled SYNC DISABLED (app not installed) This persists while the app is installed and running. The container reports foreground when the app is open. Completed checks: Verified installed build and signed entitlements. Confirmed LaunchServices registration of the app wrapper and inner iOS bundle. Targeted re-registration, normal Mac restart, and reopening did not clear the state. In a separately triggered diagnostic inside the signed app, called FileManager.url(forUbiquityContainerIdentifier:) off the main thread with the exact entitled container identifier. That call returned a nonnil URL, but the immediate GameKit fetch and a subsequent delayed check still returned zero saves. The system block remained unchanged. The diagnostic did not write a save, restore progress, or directly read/write container files. We have not deleted app data, reset iCloud, or rewritten the source save to force synchronization. I found the authentication-timing discussion at: https://developer.apple.com/forums/thread/718541 However, our result persists across subsequent fetches and restarting the Mac, rather than only the first fetch near authentication. Questions: • Is there an additional supported configuration or initialization requirement for GameKit Saved Games in an iOS TestFlight app running on Apple silicon? • What targeted diagnostics would help explain why the container remains marked app-uninstalled despite the app being installed and running? • How should an app distinguish a genuinely empty Saved Games result from synchronization that is not yet available? We have not established that this is an Apple defect. We currently have an instrumented application, but not a separate minimal project reproducing the issue.
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2d
SpriteKit framerate drop on iOS 26.4 (ongoing for months)
I have noticed that the performance drop on SpriteKit-based projects running on iOS 26 is still ongoing With iOS 26 back in Sep 2025 a framerate problem was introduced. My app was always running smoothly with 60fps even on very old devices suddenly started to stutter with 40fps - and lower on a rather normal iPhone 13. This problem continued with BETA 26.1 The problem was fixed in 26.2. But 26.3 brought the problem back and its still ongoing with 26.4 of yesterday This is easily reproducible with a very simple example // // BareboneSpriteKitApp.swift // BareboneSpriteKit // // Created by Bernd Beyreuther on 24.02.26. // import SwiftUI import SpriteKit @main struct BareboneSpriteKitApp: App { var body: some Scene { WindowGroup { BareboneSceneView() } } } final class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size scaleMode = .resizeFill anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let s = SKSpriteNode(color: .cyan, size: CGSize(width: 64, height: 64)) addChild(s) let action = SKAction.rotate(byAngle: .pi, duration: 2) s.run(.repeatForever(action)) let t = SKLabelNode(text: deviceInfoString()) t.fontSize = 15 t.position.y = -100 addChild(t) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } func deviceInfoString() -> String { let os = ProcessInfo.processInfo.operatingSystemVersion let osString = "iOS \(os.majorVersion).\(os.minorVersion).\(os.patchVersion)" let model = UIDevice.current.model // "iPhone", "iPad" let machine = { var sysinfo = utsname() uname(&sysinfo) return withUnsafePointer(to: &sysinfo.machine) { ptr -> String in ptr.withMemoryRebound(to: CChar.self, capacity: 1) { cptr in String(cString: cptr) } } }() // z.B. "iPhone15,2" return "Model Identifier: \(model) (\(machine)), \(osString)" } I file a bugreport via Feedback Assistant FB22038921 The problem is no around for such a long time ! This is deeply concerning, because it questions if it is really feasable to continue to develop using Spritekit ?
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2d
Get Desktop background image
In a WWDC 2019 "Advances in macOS Security" at 18:40 there is the following code func getDesktopWindowIds() -> [CGWindowID] { let windows = CGWindowListCopyWindowInfo([.optionOnScreenOnly], kCGNullWindowID)! as! [[String: AnyObject]] let DesktopWindowLevel = CGWindowLevelForKey(.desktopWindow)-1 let DesktopWindows = windows.filter { let windowLevel = $0[kCGWindowLayer as String] as! CGWindowLevel return windowLevel == desktopWindowLevel } return desktopWindows.map { $0[kCGWindowNumber as String] as! CGWindowID } } to find the CGWindowID of the Desktop background. This works, but when you then try to get the CGImage for that CGWindowID with let cgImage = CGWindowListCreateImage(CGRectNull, [.optionIncludingWindow], cgWin, [.bestResolution]) cgImage does get a reference, however it's just a gray image. Not the Desktop picture. It's clear from the documentation that ScreenCaptureKit should be used. However, if used I get multiple warnings to the user, the most concerning one states: "App" would like to record this computer's screen and audio. This is not true! I do nothing with audio and to say a capture is a recording is also misleading. Is there way to achieve what use to work before macOS 27? Or a way to change/avoid this misleading warning? Is there a reason why this warning is needed for capturing the Desktop background where before it was explicitly allowed?
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3d
CGSetDisplayTransferByTable is broken on macOS Tahoe 26.4 RC (and 26.3.1) with MacBook M5 Pro, Max and Neo
The CGSetDisplayTransferByTable() is not working on the latest round of Mac hardware, namely the MacBook Neo (external display), MacBook M5 Pro (both built-in and external display) and possibly the M5 Max. All tested apps (BetterDisplay, MonitorControl, f.lux, Lunar) exhibit the very issue both in macOS Tahoe 26.3 and macOS Tahoe 26.4 RC. Tested on multiple Macs and installations on the MacBook Neo and MacBook M5 Pro. This issue breaks several display related macOS apps. Way to reproduce the issue using an affected app: Install the app BetterDisplay (https://betterdisplay.pro) Launch the app, open the app menu, choose Image Adjustments and try to adjust colors. Adjustments take no effect Way to reproduce the issue programmatically: Attempt to use the affected macOS API feature: https://developer.apple.com/documentation/coregraphics/cgsetdisplaytransferbytable(::::_:) Here are the FB numbers: FB22273730 (Filed this one as a developer on an unaffected MBP M3 Max) FB22273782 (Filed from an affected MBP M5 Pro running 26.4 RC, with debug info attached)
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3d
PHASE occluder silences direct sound instead of muffling it
I’m using PHASE for an outdoor soundscape with only .directPathTransmission enabled. A point source and listener are 2 metres apart. Between them is a PHASEOccluder built from a 2 × 2 × 0.02 metre MDLMesh box, with a .cardboard material assigned to every shape element. Without the occluder, the sound is loud. With it, the sound is completely inaudible. Switching to .glass and setting the sampler’s cullOption to .doNotCull makes no audible difference. This happens on both iOS Simulator and a physical iPhone. Adding .lateReverb produces faint audible sound, but room reverb is inappropriate for this outdoor scene and doesn’t establish whether direct transmission works. Is this expected attenuation, or is additional configuration required to hear muffled sound through an occluder? Is there a working sample demonstrating material-dependent transmission with reverb disabled?
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3d
ObjectCaptureSession / Photogrammetry Session not supported on iPhone 18 Pro Max
iPhone 18 Pro Max using Xcode 27 (27A266a) The framework logs: ObjectCaptureSession.isCurrentDeviceSupported: Object Capture is not supported on this device bug filed as FB24864578
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4d
ios27 ARSCNViewDelegate EXC_BAD_ACCESS (code=2, address=0x16f74ffb0)
Hi, I understand Scenekit is deprecated in ios27, but expectation is that it should continue working in ios27 and not anymore maintained. With ios27 , when we attempt to set self.delegate in an ARSCNViewDelegate we receive a crash. Is there any workaround to have that fixed until we have time to move away from Scenekit? Can this be part of a fix in ios27 considering we should have sometime to migrate out production apps or that won't go through? Thank you.
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5d
macOS 27 beta: ProMotion refresh cadence is unstable, causing constant scroll judder
FB24091347 On macOS 27.0 beta (26A5388g), MacBook Pro M4 Pro, the built-in ProMotion display never settles on a stable refresh cadence. Scrolling in SwiftUI judders constantly. The same app binary was smooth on macOS 26, and is smooth on a 120 Hz ProMotion iPad. I captured two 60-second Instruments traces — same app, same scene, same scrolling, no external display — changing only the display's refresh-rate setting. On ProMotion the vsync interval standard deviation is 4.093 ms across six different cadences, mostly flip-flopping between 120 Hz and 60 Hz. Forced to a fixed 60 Hz it drops to 0.391 ms with a single cadence. The app presented an identical 59 fps median in both runs — frame production is perfectly steady, the display just holds each frame for an unpredictable length of time. That's what makes this nasty: it's invisible to every frame-rate metric, so it looks like the app got slow when nothing about the app changed. I spent most of a day profiling my own code before realising the app was never the problem. Workaround: force the built-in display to 60 Hz. Worth noting, because it complicates the picture: attaching a 60 Hz Studio Display makes the built-in smooth, but the Studio itself then judders — despite its own vsync cadence measuring perfectly stable. So refresh rate alone isn't the whole story, and there may be a second mechanism. The clean, reproducible, single-variable result is the ProMotion vs forced-60 Hz comparison on the built-in panel. If you can reproduce this on an M-series MacBook Pro on 27 beta, please file a duplicate referencing FB24091347.
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On-screen RealityView starves CADisplayLink to 30 Hz on ProMotion (Mac Catalyst)
FB24536235 On Mac Catalyst under macOS 27, a plain CADisplayLink asking for CAFrameRateRange(minimum: 60, maximum: 60, preferred: 60) gets serviced at 30 Hz for as long as a RealityView is on screen in the same window. The link does nothing per tick but count, so there's nothing of mine to blame it on. RealityKit's own statistics overlay reads 60.41 fps in the same frame. Click a segmented control that removes the RealityView and the same link goes straight back to 60. Nothing else changes. That's the whole reproducer, and I've attached it to the radar. It only happens while the display panel is in ProMotion mode. Set the built-in to a fixed 60 Hz and it's correct again. With an external 60 Hz display attached the roles swap: the built-in is fine and the external drops to somewhere between 18 and 30, and setting the built-in to 60 Hz fixes that one too without touching the external's own settings. A raw MTKView presenting continuously at 60, at 120, and on a 120 Hz link presenting every second callback are all fine, so it isn't continuous presentation and it isn't the requested rate. It's RealityKit specifically. Worth knowing if you're testing: RealityView on Catalyst is an ARView underneath, so both paths give you the same answer. This is VERY rough for anything that puts RealityKit next to a UI. In an editor that's the sidebar, the inspector, gizmos, drag handles, every display-link-driven or UIKit animation in the window running at half rate around a viewport that stays smooth. Likely Related to FB24091347, which is the same defect seen as SwiftUI scroll judder. If you can reproduce either, please file a duplicate. Attached two screenshots; first with promotion enabled, second with promotion off. PLEASE fix this, it drives me crazy and there seems to be no workaround. On release day of macOS 27 our app will likely be blamed for it by users and my hands are tied. Thank you!
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Game
In duo because of this design, most games like Call of Duty or Minecraft didn’t support this
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1w
Clarifying Fence Behavior in Metal 4
I have some clarifying questions on how fences work in Metal 4. If two encoders A, B update the same fence and encoder C waits on that fence, is the work encoded by C guaranteed to execute after both A and B have completed, or after either A or B have completed? The following quotes in the waitForFence() documentation seem contradictory. "Encodes a command that instructs the GPU to pause before starting one or more stages of the pass until a pass updates a fence." "When encoding a pass that reuses a fence, wait for other passes to update the fence before repurposing that fence..." Are fences unsignaled when they are waited on? Specifically, can two (or more) encoders wait on a fence that is only updated in a single prior encoder? If an encoder updates a fence, no subsequent encoders in the command queue wait on the fence, and the command queue is committed, is that fence still signaled when used in a subsequent command buffer?
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1w
GKMatch: GameKitServices crashes in GCKSessionReceiveDOOB on the second real-time match — the finished session is never reclaimed
We ship a two-player real-time GameKit game. On iOS 27 the app crashes inside GameKitServices on the second real-time match of any app session — nine times out of nine yesterday. Filed as FB24789094 (and FB24788999 for a separate reinvitation problem). Posting the measurements here because the unified log makes the mechanism visible, and because everything I tried at the app level failed — maybe somebody has the missing piece. THE CRASH Main thread, no application frame anywhere on the stack: CFRetain + 52 GCKSessionReceiveDOOB + 1632 -[GKSessionInternal receiveDOOB:fromPeer:inSession:context:] + 320 -[GKSessionInternal(_private) tellDelegate_didReceiveBand_RetryICE:] + 212 __NSThreadPerformPerform + 264 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ EXC_BAD_ACCESS (SIGBUS), EXC_ARM_DA_ALIGN at 0x9 (0xa in one report). In every report the faulting address is exactly x0 + 8, and x0 is 1 or 2 — CFRetain is handed a small integer, not a pointer. A use-after-free would fault on a large plausible-looking address; 1 and 2 are not addresses at all. Address Sanitizer agrees: no heap error is reported before the fault, only __asan::ReportDeadlySignal directly above the same three GameKitServices frames. It reads like type confusion in the RetryICE band path. Not the SDK: a build made with Xcode 26.6 against iphoneos26.5 crashes identically — same stack, same registers. The peer's OS does not matter either (iPadOS 17.7.11, iOS 26.6.1 and iOS 27.0 all seen on the other side, and in one case an older build of our own app). Only the crashing device is always on iOS 27.0 (24A435), an iPhone 15 Pro. RECIPE Two devices, two Game Center accounts. Form a two-player real-time GKMatch — GKMatchmaker.findMatch(for:) or an invitation, both reproduce. Wait for the peer to connect, call finishMatchmaking(for:). Play for ten seconds or so, so data really flows. End it: match.disconnect(), release the GKMatch. In the SAME process, form a SECOND real-time match. Play. The crash lands roughly ten to thirty seconds after the second match starts exchanging data. A first match in a freshly launched process has never crashed for us. Out of eleven app sessions that reached a second match, two were force quit by hand during other tests and the remaining nine all crashed here. THE SESSION IS NEVER RECLAIMED GameKit runs one "com.apple.gamekitservices.gcksession.recvproc" / "sendproc" thread pair per live real-time session, in the app's own process. You can count them from inside the app, which turns out to be the only way to see what is going on: var threads: thread_act_array_t? var count: mach_msg_type_number_t = 0 task_threads(mach_task_self_, &threads, &count) // then pthread_from_mach_thread_np(threads[i]) + pthread_getname_np, and compare the name Measured across one app session: after Game Center authentication, before any match ......... 0 first match live ........................................... 1 right after match.disconnect() returns ..................... 1 <- not reclaimed before the second match is adopted ......................... 2 right after the second match's disconnect() ................ 2 Every crash report shows two of those pairs alive, although the app holds exactly one GKMatch at a time and releases the finished one the instant disconnect() returns. The same leak is visible on iOS 26.6.1 (an iPhone 11 Pro leaks identically) — it just does not crash there. WHAT THE LEFTOVER SESSION DOES Each match gets its own CDXClient. The first match's is never torn down, and keeps poking its hole on a 30-second keep-alive, on the same local port (:16402) the second match then binds: 15:28:05.117 <CDXClient: 0x155872e40> requesting-hole-punch <- match 1 15:28:35.289 <CDXClient: 0x155872e40> requesting-hole-punch <- match 1, +30s, match already over 15:28:50.197 <CDXClient: 0x12d4bda40> requesting-hole-punch <- match 2 15:29:05.287 <CDXClient: 0x155872e40> requesting-hole-punch <- match 1 again, 4s before the crash GCKSessionCreate:6425 globalscopelaunch appears once per process; the second match only does 6509 globalscoperequest and reuses the global scope. During the second match's ICE setup a packet arrives belonging to no live session: -[CDXClient handleFDEvent]:1066 packet-from-unknown-session -[CDXClient handleFDEvent]:1067 Incoming packet from unknown session. SID = ... immediately followed by [ERROR] ICEStopConnectivityCheck:2763 ICEStopConnectivityCheck() found no ICE check with call id (...) [ERROR] gckSessionCheckPendingConnections:1545 iICEChecksLeft=0, iUnconnectedNodeCount=0, iDDsExpected=1 Those lines appear exactly three times in a 28-minute window, all three in the two processes that went on to crash, never during a first match. About fourteen seconds later the RetryICE band is delivered and CFRetain is called on the garbage. WHAT DID NOT WORK Releasing the GKMatch immediately after disconnect(). The session threads stay. Waiting. Gaps of 17, 19, 22, 25, 30 and 45 seconds between the two matches all crashed. Tearing the match down cleanly. I suspected that calling disconnect() while match.players was still non-empty was the trigger — five out of five such teardowns were followed by a crash. So I made the quitting side announce its departure, wait for match(_:player:didChange:) to report the peer gone, and only then disconnect. It works (disconnect now runs with players == 0) and it changes nothing: the count still reads 1 afterwards, and the next match still crashes. Worth saying explicitly, because the correlation was strong enough to look causal. Skipping finishMatchmaking(for:). No effect. The only thing that reliably avoids it is allowing a single real-time match per app launch, which is a poor thing to ship. QUESTIONS Is there a supported way to make GameKit release a finished GKMatch's session inside the process? A GKMatch that never connected (peer wait timed out, disconnect() on an empty match) appears to leave the same residue, so it is not about how the match ended. And has anyone else seen GCKSessionReceiveDOOB / tellDelegate_didReceiveBand_RetryICE? I could not find a single mention of these symbols anywhere.
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RealityKit: How to read the current audio playback position, and sync audio across multiple entities?
Hi, in RealityKit, AudioPlaybackController exposes duration, gain, speed, play/pause/stop, and a completion handler, but I can't find a way to read the current playhead position while a resource is playing. I need this to trigger animations and other timed events in sync with the audio. Is there a supported way to read the current playback position on AudioPlaybackController? If not, is this planned any time soon? Also, is there a sample-accurate way to start/keep audio playback in sync across multiple entities in RealityKit? Appreciate any guidance, thanks.
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MTL4FXTemporalDenoisedScaler initialization
I’m trying to use MTL4FXTemporalDenoisedScaler, and I’m seeing a crash during initialization even with a very simple sample app. I created a minimal sample here: https://github.com/tatsuya-ogawa/MetalFXInitExample The exception is: NSException: "-[AGXG16XFamilyHeap baseObject]: unrecognized selector sent to instance ..." What I found is: • This works: descriptor.makeTemporalDenoisedScaler(device: device) • This crashes: descriptor.makeTemporalDenoisedScaler(device: device, compiler: metal4Compiler) So the issue seems to happen only with the Metal4FX version. For testing, I’m using an iPhone 15 Pro. According to the Metal Feature Set Tables, MetalFX denoised upscaling should be supported on Apple9 and later, so I believe the device itself should meet the requirements. Reference: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Has anyone seen this before, or knows what might be causing it? I’d appreciate any advice. Thanks.
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What is a level file in reality kit ?
Hey guys How do i create a level in realitykit ? and how do i then load it in code ? is it a file i need to drag and drop into the xcode the same as .reality file i use for assets? Thank you
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Metal FP32 arithmetic rounding-mode and denormal controls for deterministic shaders
Metal already provides a strong precise floating-point contract. With fast math disabled (mathMode = .safe and mathFloatingPointFunctions = .precise, or -fno-fast-math), the Metal Shading Language specification requires correctly rounded FP32 add, subtract, multiply, reciprocal, divide, sqrt, rsqrt, and fma. I am looking for clarification and, if necessary, API support for the two remaining pieces needed for portable bit-exact numerical shaders: Arithmetic rounding mode MSL §8.2 says either round-to-nearest-ties-to-even or round-toward-zero may be supported for floating-point operations. I cannot find a way to select or query the arithmetic rounding mode. The newer MTLCompileOptions.floatingPointConversionRoundingMode appears to apply only to narrowing float-to-float conversions, not arithmetic operations. Do all currently supported Apple GPU families use round-to-nearest-ties-to-even for precise FP32 add/subtract/multiply/divide/sqrt? If so, could that be made a documented guarantee? Otherwise, could Metal expose an arithmetic rounding-mode compile option and a corresponding MTLDevice capability query? Denormal behavior MSL §8.1 and §8.5 permit denormalized FP32 operands and results to be flushed to zero, including with fast math disabled. I cannot find a control or capability query for preserving denormal inputs and results. Do current Apple GPU families support denormal-preserving FP32 arithmetic? Could Metal expose a preserve/flush mode and a MTLDevice query? A convenient end state would be a queryable strict FP32 configuration combining: safe math; precise FP32 functions; contraction disabled when separate rounding points are required; round-to-nearest-ties-to-even arithmetic; preserved FP32 denormal inputs and results; defined signed-zero, infinity, and NaN behavior. My use case is deterministic GPU numerical simulation. A small compute-shader probe can identify effective rounding and denormal behavior on one GPU/OS/compiler combination, but it cannot provide the portable or future-proof contract needed by applications and higher-level APIs such as WebGPU. Related cross-API work: SPIR-V/Vulkan: https://github.com/KhronosGroup/SPIRV-Registry/issues/448 HLSL/DXIL/D3D12: https://github.com/microsoft/hlsl-specs/issues/926 WebGPU/WGSL umbrella issue: https://github.com/gpuweb/gpuweb/issues/2259 Relevant Metal documentation: Metal Shading Language Specification, §§1.6.3 and 8.1–8.5: https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf MTLCompileOptions.mathMode: https://developer.apple.com/documentation/metal/mtlcompileoptions/mathmode MTLCompileOptions.floatingPointConversionRoundingMode: https://developer.apple.com/documentation/metal/mtlcompileoptions/floatingpointconversionroundingmode
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iMac gpuRestart and then crash
Hi all, This has been bothering me for quite a while. Basically my new iMac (bought for a few months only) started to crash randomly. I went to the genius bar and they couldn't do anything to identify the issue, I tried reinstalling the OS and even reinstalling an older version of Mac OS as well, but still seeing this issue. Today it happened twice and below are the details: Mac specs: Model Name: iMac  Model Identifier: iMac20,1  Processor Name: 10-Core Intel Core i9  Processor Speed: 3.6 GHz  Number of Processors: 1  Total Number of Cores: 10  L2 Cache (per Core): 256 KB  L3 Cache: 20 MB  Hyper-Threading Technology: Enabled  Memory: 16 GB  Boot ROM Version: 1554.100.64.0.0 (iBridge: 18.16.14556.0.0,0)  Serial Number (system): xxx  Hardware UUID: xxx  Activation Lock Status: Enabled The DiagnosticReports around the time it crashed has a lot of files with .gpuRestart, e.g.: Kernel_2021-04-27-213412_Zhuzengs-iMac.gpuRestart and file WindowServer_2021-04-27-213319_Zhuzengs-iMac.userspace_watchdog_timeout.spin in between. The details of the the first gpuRestart file Tue Apr 27 21:32:13 2021 Event: GPU Reset Date/Time: Tue Apr 27 21:32:13 2021 Application: Path: Tailspin: /Library/Logs/DiagnosticReports/gpuRestart2021-04-27-213213.tailspin GPUSubmission Trace ID: 0 OS Version: Mac OS X Version 10.15.7 (Build 19H1030) Graphics Hardware: AMD Radeon Pro 5300 Signature: 2 Report Data: GPU Log Version: 1 Restart Channel: 18 VMPT --THE STATE OF THE DRIVER AMDRadeonX6000_AMDNavi14GraphicsAccelerator state: ENABLED PCIe Device: [3:0:0], DID=0x7340, RID=0x47, SSID=0x219 TotalVideoRAMBytes: 0x00000000ff000000 (4278190080) Uptime 21:50:05.077572 [00] Channel: GFX, last reset at 0:00:00.000000 CompletedTS = 0x005be078, SubmittedTS = 0x005be079 SentTS = 0x005be078, sent at 21:49:00.896511, ScheduledTS = 0x005be079, submitted at 21:50:03.672539 Wait for Channel 18, TS 0xef924 PendingEvent: YES NumberOfPendingCB = 1, FirstPendingTS = 0x005be079, LastPendingTS = 0x005be079 FirstPendingCB: ProcessID = 225, ProcessName = WindowServer, SubmitContext = Unknown (0) GPUAddress = 0x0000000431cef000, Size = 0x000001d3, VMID = 2 ContentValidation = PASS Buffer range 0x0 .. 0x100:c0012800 80000000 80000000 c0026900 00000081 80000000 40004000 c0026900 By searching online this seems to be happening to others as well but I failed to find a common fix for this. Any help would be hugely appreciated!!!
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M5 Pro external 5K 165Hz display: Window animations and scrolling UI appear to render at ~60Hz/jitter while cursor remains perfectly smooth
Hello Apple engineers, I’m trying to determine whether what I’m seeing is expected behavior or a software issue with the new M5 Pro platform. System MacBook Pro (M5 Pro) Latest macOS Beta External 5K 165Hz monitor connected via DisplayPort Refresh rate correctly detected as 165Hz What I observe The display itself is clearly running at 165Hz. For example: Mouse cursor movement is extremely smooth. Dragging the desktop by holding an empty area is also perfectly smooth. However: Moving application windows feels much closer to 60Hz. Scrolling in Safari, Chrome and other applications also appears to run at a much lower frame rate than the display refresh rate. Mission Control animations sometimes show similar micro-stutters. This makes the cursor and desktop movement noticeably smoother than normal window animations. ⸻ Troubleshooting already performed Different DisplayPort cables Different timing configurations Different resolutions / HiDPI modes DSC enabled and disabled Refresh rate confirmed at 165Hz Same behavior across multiple applications The issue appears unrelated to the monitor itself because the cursor is clearly rendered at the full refresh rate. ⸻ Additional observation Interestingly, I previously used another external 4K 144Hz HDR monitor and did not notice this behavior. I also found another M5 Pro user reporting nearly the same issue: external 165Hz display smooth cursor window dragging jitter / micro-stuttering At the same time, I haven’t found similar reports from M4 Pro or the base M5 running the same monitor. ⸻ My question Could this be related to the new M5 Pro display pipeline (WindowServer, Display Engine, or DCP)? Is there any known issue regarding high-refresh-rate external displays on the M5 Pro platform? Or is there additional diagnostic logging (WindowServer, DCP, Metal, etc.) that would help identify whether frames are actually being presented at the display refresh rate? I’d be happy to provide: sysdiagnose WindowServer logs Screen recordings Display timing information IORegistry dumps if they would be helpful. Thank you!
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