About native games in Metal.Saying the same about what?
Sure, that's a given. Still doesn't mean one should bother jumping through hoops when things don't work. Have you worked with Unity lately? Apples likes Unity, yet very simple things don't work on macOS in Unity, even stuff that is not platform dependent. Try the Unity Robotics Hub, nothing platform specific in there, yet it's broken graphically and requires special attention to deal with it.Sure. But understanding the principles as well as differences behind the APIs is crucial if you are designing cross-platform software.
That's not really what he said. He said they put some random high enough number in there instead as a replacement for "you won't need more". So essentially it's "do it the Apple way or not at all". And when one is developing Apple exclusive that might make sense, otherwise no. I'm still thinking about fixing the issues in the Robotic Hub or just ignoring it and go Windows/Linux only. It's somewhat easy to fix though, so might be worth it. Issues down the road, not sure about it.We have an Apple engineer making a statement on an official channel that the "500,000 limit" does not refer to the "size of the descriptor heap" like the people commonly thought. Isn't that clear enough? What else is lacking in your opinion?
And yet, people do. Again, doesn't mean they're doing this for a single frame, but it's there. And no, it doesn't mean you have to pre-load every resource in advance and run out of memory.Just because DX12 tells you that you can use 1 million descriptors doesn't mean that you can or should use 1 million resources.