What does it take to bring a traditional game engine into mixed reality?
When I started developing Apple Vision Pro support for Untold Engine, I didn't even own a headset. Thanks to a generous sponsor and the contributions of some amazing developers, we began the journey of bringing our Swift and Metal game engine into spatial computing.
But getting the engine running on Vision Pro was only the beginning.
In this video, I share some of the engineering challenges we encountered along the way:
- Adapting our rendering architecture to Vision Pro's compositor-driven rendering lifecycle.
- Implementing spatial input and gesture interactions.
- Addressing anti-aliasing challenges using tile-based deferred rendering (TBDR), MSAA, and later TAA.
- Improving performance with LZ4 geometry compression, ASTC textures, static batching, and foveated rendering.
- Solving rendering issues involving transparency, lighting, and mixed reality.
These improvements eventually helped make experiences like our tabletop soccer game possible.
And the exciting part is that these capabilities aren't limited to games. They open the door to all kinds of interactive spatial applications.
Custom Rendering & Spatial Computing Development
Building an application that requires specialized rendering, GPU optimization, or immersive 3D capabilities?
We offer custom rendering and development services for companies building graphics-intensive applications.
Let's discuss your project: https://www.untoldengine.com/contact-us
About Untold Engine
Untold Engine is an open-source game engine built with Swift and Metal for creating games and immersive experiences on Apple platforms.
If you're interested in computer graphics, game development, or spatial computing, check it out!
Website: https://www.untoldengine.com
GitHub: https://github.com/untoldengine/UntoldEngine
A special thanks to everyone contributing to Untold Engine and helping make projects like this possible.
