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Rejected under 2.3.7 (price in screenshots): fixed metadata, replied twice, no response in a week
My app was rejected under Guideline 2.3.7 (Accurate Metadata). One screenshot showed an unlock sheet that mentioned the price and the word “free”. The review was on an iPad Air 11-inch (M3), version 1.0 (13). The message says to revise the metadata and reply to the message. I replaced that screenshot with one that has no purchase wording. The new one is in the iPhone 6.3" and iPad 13" sets. I then replied to App Review through Resolution Center. I’ve replied twice now, and it has been a week with no response and no status change. Is a reply alone enough, or do I have to resubmit? The message doesn’t say whether a new binary is needed. The binary is unchanged. I’ve read that metadata-only rejections can be answered with Resolve → Reply to App Review, and also that an accidental “Add for Review” can cost you the reply option. Which has worked for you on a rejected version? And how long did Apple take to answer a reply? I can’t edit the iPhone 6.9" and 6.5" screenshot sets. Both still show the old screenshot at the end. In Media Manager the tiles open a preview but have no delete control, and the upload buttons are disabled. Is the rejected version locked? Is there an Edit control I’m missing? Could those old sets be why my replies are stuck? I’d also like to know whether Apple’s check reads all device sizes or only the one reviewed, and whether the 6.9" and 6.5" sets can just be removed when the 6.3" set is there. If you’ve been in this spot, did anything get a reviewer’s attention? Examples would be a call request through App Review Contact, an expedite request, or resubmitting. Thanks for any advice.
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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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“How can I update an existing Apple Arcade game submission?”
Hello, I’m an independent developer and have already submitted my game, Siege Chess, for Apple Arcade consideration through the submission form. Since submitting, I’ve continued development and testing. The new version now works on Mac, iPhone, iPad and Apple TV. My original submission included a link to my website, which contains gameplay videos and details of the game. Is there an official way to update an existing submission with additional platform support and current development information? I’d like to keep the Arcade team informed without creating a duplicate submission. I’d also appreciate clarification on whether developers receive an acknowledgement or reference number after submitting, as I haven’t received one. Thank you for any guidance. Jeremy Griffin
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M5 Pro external display pipeline width limits and native HiDPI support
Hello Apple Engineering Team, I would like to clarify a technical question regarding the external display architecture of the M5 Pro MacBook Pro. I use a single ultrawide monitor with a native resolution of 3440 × 1440. To achieve true 2× HiDPI rendering at this logical resolution, macOS would need to render a framebuffer of 6880 × 2880. Third-party diagnostic tools and firmware reverse-engineering reports appear to indicate that M5 Pro has display-pipeline source-width limits of 6720 and 7680 pixels. Could you please clarify the following? Are these reported source-width limits accurate for the M5 Pro? Can macOS assign a single external display to the display pipeline that supports a 7680-pixel source width? Is there a supported way to influence or change this pipeline allocation, such as changing the connection port, connection order, or display configuration? Can a single 3440 × 1440 external monitor use native 2× HiDPI rendering (6880 × 2880) on the M5 Pro without virtual-display mirroring? If this configuration is unsupported, is the limitation imposed by hardware, firmware, or macOS display allocation policy? I understand that Apple may not disclose all internal implementation details. Any clarification regarding supported configurations or known limitations would be greatly appreciated. Thank you.
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How can I start developing my first game with Xcode and Reality Composer Pro on my own? 🎛️
Hello everyone!! 😊🤗 I'm starting to learn development for Apple platforms and I'd like to ask for some guidance on how to get started. My goal is to gradually develop my own video game using Xcode and Reality Composer Pro. The idea is to create an educational game with 3D environments and elements, so I also want to learn programming, experience design, and 3D content creation as I progress ⭐️ At the moment, I don't have much money to afford to hire developers to mentor me or take expensive courses 😔( My mother is sick and all our resources and budget are focused on her and her treatment. ) but I do have something I think is very important: a strong desire to learn, time, and the willingness to study and practice. I don't expect someone else to do the project for me; I want to learn how to build it myself. My main question is: where should I begin? I already have experience playing Swift Playgrounds, and I find it fascinating 🤩 but I'm looking for the next step: I'd like to know what Apple concepts, courses, documentation, or resources you would recommend I study first to learn how to use Xcode and Reality Composer Pro correctly, especially with the Apple Developer tutorials. Which videos specifically do you recommend I study? If anyone started in a similar way or has experience developing apps or games with these tools, I would greatly appreciate any advice on a learning path. Thank you so much for taking the time to read this and for any guidance you can give me! You truly don't know what this means to me. Thank you so much. 🙏🚀
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Native Genshin Impact Support on macOS — Feedback ID: FB25106712
Hello, I recently submitted an enhancement request through Feedback Assistant requesting official native macOS support for Genshin Impact. Feedback ID: FB25106712 I am an Apple Developer Beta tester, a Mac user, and a passionate gamer. I regularly test macOS developer beta releases and provide feedback on performance, stability, compatibility, and the overall system experience. I also genuinely enjoy testing games on Mac and seeing what Apple Silicon is capable of. I have personally tested games such as Wuthering Waves, Cyberpunk 2077, and Minecraft on Mac, and my experience with them has been extremely positive. Wuthering Waves in particular runs very smoothly and seamlessly on my Mac. These experiences have made me feel that the capability for excellent gaming on Apple Silicon is already there. The larger limitation, in my experience, is the availability of native support. As a major HoYoverse fan, Genshin Impact is one of the games I would most like to experience and test natively on macOS. At present, Mac users have to rely on third-party workarounds such as PlayCover, compatibility solutions, or cloud gaming rather than having an officially supported native client. I would really like to see Apple work with HoYoverse to bring Genshin Impact natively to macOS, properly optimized for Apple Silicon and Metal. I would also be very happy to test such a release across macOS versions and provide detailed feedback on performance, graphics, stability, thermals, controller support, and the overall gaming experience. Could this enhancement request be brought to the attention of the appropriate Apple team, or is there an appropriate channel through which I can provide further feedback regarding this request? Thank you for your time.
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RealityKit cloth: reducing mesh collider air gap without penetration
I’m testing RealityKit cloth for garment-like cloth over an authored human-shaped triangle-mesh collider. The issue also occurs with a static collider, so it does not appear to depend on character animation.. Contact is stable and runs interactively, but I cannot achieve close surface contact without sacrificing robustness. The cloth mid-surface remains visibly several millimetres from the authored collider, especially around curved or narrow areas such as the head, arms, and hands. Transparent rendering of visualMesh confirms this is not just render thickness. Reducing ClothMeshShape.bias reduces the gap, but eventually causes interpenetration around difficult geometry. Increasing it prevents penetration but makes the cloth visibly float. I’ve also checked scale, winding, normals, reasonably even triangles, timestep, and solver iterations. I want to avoid inflating the collider or adding anatomical proxy shapes. Is bias the only physical-clearance control, or does RealityKit apply an additional contact radius derived from simulation-mesh resolution? Is local conforming refinement the recommended way to achieve roughly 1–2 mm clearance while retaining robust real-time contact? Are there any specific topology requirements beyond evenly sized triangles? I can provide a minimal reproduction and screenshots if helpful although not sure I can share screenshots here?
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Sep ’26
Seeking Collaborators for Echoes of the Broken Sun, a macOS-First Science-Fantasy RTS
Hello everyone, I’m developing Echoes of the Broken Sun, an original science-fantasy real-time strategy game being built for macOS and Apple Silicon in Unreal Engine. The project began as a personal experiment: I wanted to see how far I could take a complete game by providing the design, architecture, requirements, creative direction, and acceptance criteria while using AI extensively for implementation. I am not treating generated code as automatically correct. Every feature still has to be reviewed, tested, integrated, and proven against the intended design. The project has now progressed beyond an initial concept and into a functioning prototype, and I would like to connect with developers, designers, artists, testers, and other contributors who may be interested in helping shape it. Echoes of the Broken Sun is not intended to be a traditional high-actions-per-minute RTS where success primarily depends on keyboard speed. The goal is to reward strategic judgment, battlefield awareness, logistics, positioning, intelligence, resource denial, and decisions that can affect the remainder of a match or campaign. The central strategic mechanic is the Future Well, a contested resource that forces players to choose between immediate power and long-term possibility. A player can harvest it for resources, preserve it for future advantages, or reshape it to temporarily alter the battlefield. Those decisions are intended to create meaningful tradeoffs rather than a single optimal build order. The game currently includes three asymmetric factions: Meridian, which emphasizes control, organization, and technological precision Kharuun, which relies on mobility, pressure, and aggressive adaptation Hollow Choir, which uses disruption, sacrifice, and unconventional battlefield effects The current prototype includes a deterministic C++ simulation, an RTS camera and selection system, construction and production, logistics limits, AI opponents, local skirmish support, campaign progression, save and restore functionality, victory conditions, faction-specific units and structures, and early multiplayer networking work. There is still substantial work ahead. The user interface, accessibility, balance, visual presentation, audio, performance optimization, multiplayer security, Apple signing and notarization, clean-machine testing, and overall player experience all need further development. I would especially like to hear from people with experience or interest in: Unreal Engine and C++ gameplay development macOS, Apple Silicon, Metal, Xcode, signing, and notarization Multiplayer architecture, networking, testing, and security RTS design, faction balance, AI, and campaign development UI, accessibility, 3D art, animation, visual effects, sound, or music Playtesting, technical review, documentation, or build validation This is not a finished commercial release or a formal job posting. It is a serious passion project with a public repository, documented architecture, test evidence, known limitations, and an active development roadmap. Contributions do not have to be large. Code review, testing, design feedback, performance analysis, or help with a specific Apple-platform issue would all be valuable. Project page: https://redxking.github.io/echoes-of-the-broken-sun/ GitHub repository: https://github.com/redxking/echoes-of-the-broken-sun Anyone interested in the concept is welcome to reply here or reach out through GitHub. Please mention the area you are interested in and whether you would like to contribute, test, review, or simply follow the project. Thank you for taking a look. Angelis Pseftis
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Aug ’26
Metal Shader Converter thread safety
Hello Apple! We've got offline shader compilation from HLSL -> Metallib using DXC -> SPIR-V -> metal.exe. This works okay for the most part, but it requires the creation of intermediate files to pass to/from the metal.exe process and we've had some issues with metal.exe sometimes not launching (probably our fault). Then we noticed Metal Shader Converter (MSC) exists and has a DLL - this looks way better since there's no need to launch processes or store intermediate files. However, upon trying to replace metal.exe with it I quickly ran into rampant heap corruption. I was surprised because the docs claim this: Each thread in your program needs to create its own instance of IRCompiler to avoid race conditions. But once I start calling IRCompilerAllocCompileAndLink in parallel all hell breaks loose, whether or not each thread has its own IRCompiler. I figured I must be doing something wrong, so I removed my attempt and compiled DXC locally with the MSC integration and encountered the exact same heap corruption. So I'm inclined to think the library isn't actually thread safe, but I'm wondering if there's something I'm missing? I tried all 3 versions of MSC just in case it was a problem with 3.0, but I got the same result each time. The only way to make it work was to surround compilation with a mutex, which makes its use pointless in our case.
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Aug ’26
Refresh Rate Drops from 144Hz to 98Hz After Monitor Power Cycle on macOS Golden Gate 27
Hello, I use a Gigabyte M32U monitor with my Mac mini. After updating to macOS Golden Gate 27 Release 3, I started experiencing an issue with my external display. Whenever I turn my monitor off and then turn it back on, the refresh rate automatically changes from 144Hz to 98Hz, and the 144Hz option disappears from the display settings. However, if I unplug the display cable and plug it back in, the monitor is detected again and the 144Hz option returns, allowing me to select it normally. This issue only started after updating to macOS Golden Gate 27 Release 3. Before the update, the monitor consistently worked at 144Hz without any problems. Could you please investigate this issue? Thank you.
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Jul ’26
iPad Pro M4 (11-inch) – Persistent Gaming Performance Issues Across Multiple iPadOS Versions
Hello everyone, I am posting this to determine whether other iPad Pro M4 users are experiencing the same issue. Device: iPad Pro 11-inch (M4) Original Apple charger Tested on multiple iPadOS versions, stebal and beta including 26.2, 26.3, 26.4, 26.5.2 Games Tested: BGMI PUBG Mobile Global Call of Duty: Mobile Fortnite Issue: Despite using one of Apple's most powerful tablets, I continue to experience gaming performance problems. The issues include: FPS drops during long gaming sessions. Frame pacing inconsistencies. Reduced responsiveness during intense fights. Inconsistent hit registration and spray accuracy after extended play. Performance sometimes changes when gaming while charging with the original Apple charger. I have tested multiple iPadOS versions and multiple game updates over several months, but the issue has never been completely resolved. Interestingly, iPadOS feels more consistent for me than some previous versions, but the overall gaming experience is still not what I would expect from the M4 hardware. I have also noticed that many other iPad Pro M4 users have reported similar concerns on Reddit, Apple Communities, and other gaming forums. Questions: Are other iPad Pro M4 users experiencing the same FPS drops and gameplay inconsistencies? Has anyone found a reliable solution? Is Apple aware of these gaming performance issues on the M4 iPad Pro? Is this an iPadOS optimization issue, a GPU scheduling issue, or something related to game optimization? I hope Apple and game developers investigate this further because the M4 hardware should be capable of delivering a consistently excellent gaming experience. Thank you.
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Jul ’26
MDLAsset loads texture in usdz file loaded with wrong colorspace
I have a very basic usdz file from this repo I call loadTextures() after loading the usdz via MDLAsset. Inspecting the MDLTexture object I can tell it is assigning a colorspace of linear rgb instead of srgb although the image file in the usdz is srgb. This causes the textures to ultimately render as over saturated. In the code I later convert the MDLTexture to MTLTexture via MTKTextureLoader but if I set the srgb option it seems to ignore it. This significantly impacts the usefulness of Model I/O if it can't load a simple usdz texture correctly. Am I missing something? Thanks!
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Jul ’26
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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Jun ’26
PhotogrammetrySession(input: [PhotogrammetrySample])
Please I would really appreciate a timely response to this: Providing a response and feedback to this: https://origin-devforums.apple.com/forums/thread/827311 and https://developer.apple.com/forums/thread/827043?page=1#889020022 Feedback Report: I have created a feedback report as well like recommended with this ID: FB22823733, with more elaborate images of my implementation, also see here More clarity: Yes, this is for an iOS app(iOS 18+) but testing and debugging on Xcode(MacOS 15.7.7, M4 24GB), which traps or hangs on getting to [PhotogrammetrySample] even while using the lazy sequence and the contentsOf as specified in your docs. I also tried using the PhotogrammetrySession folder run but its still failed with : CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing. Please I would really appreciate a timely response to this
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Jun ’26
PhotogrammetrySession(input: [PhotogrammetrySample]) Hangs or terminates
Providing clarity and response to this: https://origin-devforums.apple.com/forums/thread/827311 and https://developer.apple.com/forums/thread/827043?page=1#889020022 Feedback Report: I have created a feedback report as well like recommended with this ID: FB22823733, with more elaborate images of my implementation, also see here More clarity: Yes, this is for an iOS app(iOS 18+) but testing and debugging on Xcode(MacOS 15.7.7, M4 24GB), which traps or hangs on getting to [PhotogrammetrySample] even while using the lazy sequence and the contentsOf as specified in your docs. I also tried using the PhotogrammetrySession folder run but its still failed with : CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing.
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May ’26
PhotogrammetrySession(input: [PhotogrammetrySample]) Hangs or terminates
Providing a response and feedback to this: https://origin-devforums.apple.com/forums/thread/827311 and https://developer.apple.com/forums/thread/827043?page=1#889020022 I have a created a feedback/bug report with ID FB22823733 Feedback Report: I have created a feedback report as well like recommended with this ID: FB22823733, with more elaborate images of my implementation, also see here More clarity: Yes, this is for an iOS app(iOS 18+) but testing and debugging on Xcode(MacOS 15.7.7, M4 24GB), which traps or hangs on getting to [PhotogrammetrySample] even while using the lazy sequence and the contentsOf as specified in your docs. I also tried using the PhotogrammetrySession folder run but its still failed with : CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing.
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May ’26
Rejected under 2.3.7 (price in screenshots): fixed metadata, replied twice, no response in a week
My app was rejected under Guideline 2.3.7 (Accurate Metadata). One screenshot showed an unlock sheet that mentioned the price and the word “free”. The review was on an iPad Air 11-inch (M3), version 1.0 (13). The message says to revise the metadata and reply to the message. I replaced that screenshot with one that has no purchase wording. The new one is in the iPhone 6.3" and iPad 13" sets. I then replied to App Review through Resolution Center. I’ve replied twice now, and it has been a week with no response and no status change. Is a reply alone enough, or do I have to resubmit? The message doesn’t say whether a new binary is needed. The binary is unchanged. I’ve read that metadata-only rejections can be answered with Resolve → Reply to App Review, and also that an accidental “Add for Review” can cost you the reply option. Which has worked for you on a rejected version? And how long did Apple take to answer a reply? I can’t edit the iPhone 6.9" and 6.5" screenshot sets. Both still show the old screenshot at the end. In Media Manager the tiles open a preview but have no delete control, and the upload buttons are disabled. Is the rejected version locked? Is there an Edit control I’m missing? Could those old sets be why my replies are stuck? I’d also like to know whether Apple’s check reads all device sizes or only the one reviewed, and whether the 6.9" and 6.5" sets can just be removed when the 6.3" set is there. If you’ve been in this spot, did anything get a reviewer’s attention? Examples would be a call request through App Review Contact, an expedite request, or resubmitting. Thanks for any advice.
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Activity
1d
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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Activity
6d
“How can I update an existing Apple Arcade game submission?”
Hello, I’m an independent developer and have already submitted my game, Siege Chess, for Apple Arcade consideration through the submission form. Since submitting, I’ve continued development and testing. The new version now works on Mac, iPhone, iPad and Apple TV. My original submission included a link to my website, which contains gameplay videos and details of the game. Is there an official way to update an existing submission with additional platform support and current development information? I’d like to keep the Arcade team informed without creating a duplicate submission. I’d also appreciate clarification on whether developers receive an acknowledgement or reference number after submitting, as I haven’t received one. Thank you for any guidance. Jeremy Griffin
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44
Activity
1w
M5 Pro external display pipeline width limits and native HiDPI support
Hello Apple Engineering Team, I would like to clarify a technical question regarding the external display architecture of the M5 Pro MacBook Pro. I use a single ultrawide monitor with a native resolution of 3440 × 1440. To achieve true 2× HiDPI rendering at this logical resolution, macOS would need to render a framebuffer of 6880 × 2880. Third-party diagnostic tools and firmware reverse-engineering reports appear to indicate that M5 Pro has display-pipeline source-width limits of 6720 and 7680 pixels. Could you please clarify the following? Are these reported source-width limits accurate for the M5 Pro? Can macOS assign a single external display to the display pipeline that supports a 7680-pixel source width? Is there a supported way to influence or change this pipeline allocation, such as changing the connection port, connection order, or display configuration? Can a single 3440 × 1440 external monitor use native 2× HiDPI rendering (6880 × 2880) on the M5 Pro without virtual-display mirroring? If this configuration is unsupported, is the limitation imposed by hardware, firmware, or macOS display allocation policy? I understand that Apple may not disclose all internal implementation details. Any clarification regarding supported configurations or known limitations would be greatly appreciated. Thank you.
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500
Activity
2w
How can I start developing my first game with Xcode and Reality Composer Pro on my own? 🎛️
Hello everyone!! 😊🤗 I'm starting to learn development for Apple platforms and I'd like to ask for some guidance on how to get started. My goal is to gradually develop my own video game using Xcode and Reality Composer Pro. The idea is to create an educational game with 3D environments and elements, so I also want to learn programming, experience design, and 3D content creation as I progress ⭐️ At the moment, I don't have much money to afford to hire developers to mentor me or take expensive courses 😔( My mother is sick and all our resources and budget are focused on her and her treatment. ) but I do have something I think is very important: a strong desire to learn, time, and the willingness to study and practice. I don't expect someone else to do the project for me; I want to learn how to build it myself. My main question is: where should I begin? I already have experience playing Swift Playgrounds, and I find it fascinating 🤩 but I'm looking for the next step: I'd like to know what Apple concepts, courses, documentation, or resources you would recommend I study first to learn how to use Xcode and Reality Composer Pro correctly, especially with the Apple Developer tutorials. Which videos specifically do you recommend I study? If anyone started in a similar way or has experience developing apps or games with these tools, I would greatly appreciate any advice on a learning path. Thank you so much for taking the time to read this and for any guidance you can give me! You truly don't know what this means to me. Thank you so much. 🙏🚀
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1k
Activity
3w
Native Genshin Impact Support on macOS — Feedback ID: FB25106712
Hello, I recently submitted an enhancement request through Feedback Assistant requesting official native macOS support for Genshin Impact. Feedback ID: FB25106712 I am an Apple Developer Beta tester, a Mac user, and a passionate gamer. I regularly test macOS developer beta releases and provide feedback on performance, stability, compatibility, and the overall system experience. I also genuinely enjoy testing games on Mac and seeing what Apple Silicon is capable of. I have personally tested games such as Wuthering Waves, Cyberpunk 2077, and Minecraft on Mac, and my experience with them has been extremely positive. Wuthering Waves in particular runs very smoothly and seamlessly on my Mac. These experiences have made me feel that the capability for excellent gaming on Apple Silicon is already there. The larger limitation, in my experience, is the availability of native support. As a major HoYoverse fan, Genshin Impact is one of the games I would most like to experience and test natively on macOS. At present, Mac users have to rely on third-party workarounds such as PlayCover, compatibility solutions, or cloud gaming rather than having an officially supported native client. I would really like to see Apple work with HoYoverse to bring Genshin Impact natively to macOS, properly optimized for Apple Silicon and Metal. I would also be very happy to test such a release across macOS versions and provide detailed feedback on performance, graphics, stability, thermals, controller support, and the overall gaming experience. Could this enhancement request be brought to the attention of the appropriate Apple team, or is there an appropriate channel through which I can provide further feedback regarding this request? Thank you for your time.
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0
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0
Views
243
Activity
4w
RealityKit cloth: reducing mesh collider air gap without penetration
I’m testing RealityKit cloth for garment-like cloth over an authored human-shaped triangle-mesh collider. The issue also occurs with a static collider, so it does not appear to depend on character animation.. Contact is stable and runs interactively, but I cannot achieve close surface contact without sacrificing robustness. The cloth mid-surface remains visibly several millimetres from the authored collider, especially around curved or narrow areas such as the head, arms, and hands. Transparent rendering of visualMesh confirms this is not just render thickness. Reducing ClothMeshShape.bias reduces the gap, but eventually causes interpenetration around difficult geometry. Increasing it prevents penetration but makes the cloth visibly float. I’ve also checked scale, winding, normals, reasonably even triangles, timestep, and solver iterations. I want to avoid inflating the collider or adding anatomical proxy shapes. Is bias the only physical-clearance control, or does RealityKit apply an additional contact radius derived from simulation-mesh resolution? Is local conforming refinement the recommended way to achieve roughly 1–2 mm clearance while retaining robust real-time contact? Are there any specific topology requirements beyond evenly sized triangles? I can provide a minimal reproduction and screenshots if helpful although not sure I can share screenshots here?
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4
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Views
5.3k
Activity
Sep ’26
Seeking Collaborators for Echoes of the Broken Sun, a macOS-First Science-Fantasy RTS
Hello everyone, I’m developing Echoes of the Broken Sun, an original science-fantasy real-time strategy game being built for macOS and Apple Silicon in Unreal Engine. The project began as a personal experiment: I wanted to see how far I could take a complete game by providing the design, architecture, requirements, creative direction, and acceptance criteria while using AI extensively for implementation. I am not treating generated code as automatically correct. Every feature still has to be reviewed, tested, integrated, and proven against the intended design. The project has now progressed beyond an initial concept and into a functioning prototype, and I would like to connect with developers, designers, artists, testers, and other contributors who may be interested in helping shape it. Echoes of the Broken Sun is not intended to be a traditional high-actions-per-minute RTS where success primarily depends on keyboard speed. The goal is to reward strategic judgment, battlefield awareness, logistics, positioning, intelligence, resource denial, and decisions that can affect the remainder of a match or campaign. The central strategic mechanic is the Future Well, a contested resource that forces players to choose between immediate power and long-term possibility. A player can harvest it for resources, preserve it for future advantages, or reshape it to temporarily alter the battlefield. Those decisions are intended to create meaningful tradeoffs rather than a single optimal build order. The game currently includes three asymmetric factions: Meridian, which emphasizes control, organization, and technological precision Kharuun, which relies on mobility, pressure, and aggressive adaptation Hollow Choir, which uses disruption, sacrifice, and unconventional battlefield effects The current prototype includes a deterministic C++ simulation, an RTS camera and selection system, construction and production, logistics limits, AI opponents, local skirmish support, campaign progression, save and restore functionality, victory conditions, faction-specific units and structures, and early multiplayer networking work. There is still substantial work ahead. The user interface, accessibility, balance, visual presentation, audio, performance optimization, multiplayer security, Apple signing and notarization, clean-machine testing, and overall player experience all need further development. I would especially like to hear from people with experience or interest in: Unreal Engine and C++ gameplay development macOS, Apple Silicon, Metal, Xcode, signing, and notarization Multiplayer architecture, networking, testing, and security RTS design, faction balance, AI, and campaign development UI, accessibility, 3D art, animation, visual effects, sound, or music Playtesting, technical review, documentation, or build validation This is not a finished commercial release or a formal job posting. It is a serious passion project with a public repository, documented architecture, test evidence, known limitations, and an active development roadmap. Contributions do not have to be large. Code review, testing, design feedback, performance analysis, or help with a specific Apple-platform issue would all be valuable. Project page: https://redxking.github.io/echoes-of-the-broken-sun/ GitHub repository: https://github.com/redxking/echoes-of-the-broken-sun Anyone interested in the concept is welcome to reply here or reach out through GitHub. Please mention the area you are interested in and whether you would like to contribute, test, review, or simply follow the project. Thank you for taking a look. Angelis Pseftis
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432
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Aug ’26
Metal Shader Converter thread safety
Hello Apple! We've got offline shader compilation from HLSL -> Metallib using DXC -> SPIR-V -> metal.exe. This works okay for the most part, but it requires the creation of intermediate files to pass to/from the metal.exe process and we've had some issues with metal.exe sometimes not launching (probably our fault). Then we noticed Metal Shader Converter (MSC) exists and has a DLL - this looks way better since there's no need to launch processes or store intermediate files. However, upon trying to replace metal.exe with it I quickly ran into rampant heap corruption. I was surprised because the docs claim this: Each thread in your program needs to create its own instance of IRCompiler to avoid race conditions. But once I start calling IRCompilerAllocCompileAndLink in parallel all hell breaks loose, whether or not each thread has its own IRCompiler. I figured I must be doing something wrong, so I removed my attempt and compiled DXC locally with the MSC integration and encountered the exact same heap corruption. So I'm inclined to think the library isn't actually thread safe, but I'm wondering if there's something I'm missing? I tried all 3 versions of MSC just in case it was a problem with 3.0, but I got the same result each time. The only way to make it work was to surround compilation with a mutex, which makes its use pointless in our case.
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1.5k
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Aug ’26
Refresh Rate Drops from 144Hz to 98Hz After Monitor Power Cycle on macOS Golden Gate 27
Hello, I use a Gigabyte M32U monitor with my Mac mini. After updating to macOS Golden Gate 27 Release 3, I started experiencing an issue with my external display. Whenever I turn my monitor off and then turn it back on, the refresh rate automatically changes from 144Hz to 98Hz, and the 144Hz option disappears from the display settings. However, if I unplug the display cable and plug it back in, the monitor is detected again and the 144Hz option returns, allowing me to select it normally. This issue only started after updating to macOS Golden Gate 27 Release 3. Before the update, the monitor consistently worked at 144Hz without any problems. Could you please investigate this issue? Thank you.
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1.2k
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Jul ’26
iPad Pro M4 (11-inch) – Persistent Gaming Performance Issues Across Multiple iPadOS Versions
Hello everyone, I am posting this to determine whether other iPad Pro M4 users are experiencing the same issue. Device: iPad Pro 11-inch (M4) Original Apple charger Tested on multiple iPadOS versions, stebal and beta including 26.2, 26.3, 26.4, 26.5.2 Games Tested: BGMI PUBG Mobile Global Call of Duty: Mobile Fortnite Issue: Despite using one of Apple's most powerful tablets, I continue to experience gaming performance problems. The issues include: FPS drops during long gaming sessions. Frame pacing inconsistencies. Reduced responsiveness during intense fights. Inconsistent hit registration and spray accuracy after extended play. Performance sometimes changes when gaming while charging with the original Apple charger. I have tested multiple iPadOS versions and multiple game updates over several months, but the issue has never been completely resolved. Interestingly, iPadOS feels more consistent for me than some previous versions, but the overall gaming experience is still not what I would expect from the M4 hardware. I have also noticed that many other iPad Pro M4 users have reported similar concerns on Reddit, Apple Communities, and other gaming forums. Questions: Are other iPad Pro M4 users experiencing the same FPS drops and gameplay inconsistencies? Has anyone found a reliable solution? Is Apple aware of these gaming performance issues on the M4 iPad Pro? Is this an iPadOS optimization issue, a GPU scheduling issue, or something related to game optimization? I hope Apple and game developers investigate this further because the M4 hardware should be capable of delivering a consistently excellent gaming experience. Thank you.
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1.2k
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Jul ’26
MDLAsset loads texture in usdz file loaded with wrong colorspace
I have a very basic usdz file from this repo I call loadTextures() after loading the usdz via MDLAsset. Inspecting the MDLTexture object I can tell it is assigning a colorspace of linear rgb instead of srgb although the image file in the usdz is srgb. This causes the textures to ultimately render as over saturated. In the code I later convert the MDLTexture to MTLTexture via MTKTextureLoader but if I set the srgb option it seems to ignore it. This significantly impacts the usefulness of Model I/O if it can't load a simple usdz texture correctly. Am I missing something? Thanks!
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2.5k
Activity
Jul ’26
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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2.7k
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Jun ’26
PhotogrammetrySession(input: [PhotogrammetrySample])
Please I would really appreciate a timely response to this: Providing a response and feedback to this: https://origin-devforums.apple.com/forums/thread/827311 and https://developer.apple.com/forums/thread/827043?page=1#889020022 Feedback Report: I have created a feedback report as well like recommended with this ID: FB22823733, with more elaborate images of my implementation, also see here More clarity: Yes, this is for an iOS app(iOS 18+) but testing and debugging on Xcode(MacOS 15.7.7, M4 24GB), which traps or hangs on getting to [PhotogrammetrySample] even while using the lazy sequence and the contentsOf as specified in your docs. I also tried using the PhotogrammetrySession folder run but its still failed with : CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing. Please I would really appreciate a timely response to this
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1.3k
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Jun ’26
PhotogrammetrySession(input: [PhotogrammetrySample]) Hangs or terminates
Providing clarity and response to this: https://origin-devforums.apple.com/forums/thread/827311 and https://developer.apple.com/forums/thread/827043?page=1#889020022 Feedback Report: I have created a feedback report as well like recommended with this ID: FB22823733, with more elaborate images of my implementation, also see here More clarity: Yes, this is for an iOS app(iOS 18+) but testing and debugging on Xcode(MacOS 15.7.7, M4 24GB), which traps or hangs on getting to [PhotogrammetrySample] even while using the lazy sequence and the contentsOf as specified in your docs. I also tried using the PhotogrammetrySession folder run but its still failed with : CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing.
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1.4k
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May ’26
PhotogrammetrySession(input: [PhotogrammetrySample]) Hangs or terminates
Providing a response and feedback to this: https://origin-devforums.apple.com/forums/thread/827311 and https://developer.apple.com/forums/thread/827043?page=1#889020022 I have a created a feedback/bug report with ID FB22823733 Feedback Report: I have created a feedback report as well like recommended with this ID: FB22823733, with more elaborate images of my implementation, also see here More clarity: Yes, this is for an iOS app(iOS 18+) but testing and debugging on Xcode(MacOS 15.7.7, M4 24GB), which traps or hangs on getting to [PhotogrammetrySample] even while using the lazy sequence and the contentsOf as specified in your docs. I also tried using the PhotogrammetrySession folder run but its still failed with : CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing.
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1.8k
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May ’26