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I don't do app development, is targeting Apple Silicon difficult? Don't know what the build process is, but so many apps don't support it I imagine its not a si
by koromak 3y ago
I don't do app development, is targeting Apple Silicon difficult? Don't know what the build process is, but so many apps don't support it I imagine its not a simple case of running a different compiler.
- hgs3 3y ago> I don't do app development, is targeting Apple Silicon difficult? For GPU accelerated applications, like Unreal Engine, you need to reimplement all the rendering logic in Apple's Metal graphics API. That's no small feat for a big engine like Unreal.
- sillysaurusx 3y agoOr stick with OpenGL 2. That’s the route I went with for NoH. Not an option for Unreal for obvious reasons, but it’s an option when you don’t need compute shaders. And believe it or not, the latest techniques won’t get you much further than GL 2 in terms of visual fidelity.
- Rhedox 3y agoThat was already the case with x86 Macs.
- lockhouse 3y agoIn this case I believe the delay was due to the strained relationship between Epic and Apple due to disagreements over the App Store. From a technical perspective Unreal already supports iOS on 64-bit ARM processors, so it should have been a fairly straightforward port.
- lostgame 3y agoI’m an iOS developer and I somehow didn’t consider that supporting iOS for these kinds of graphics intensive projects pretty much automatically makes M1/2/3 support easier.