Apple’s Metal vs Android Gaming – Androidizen

CAPTIONING UNDER WAY Hi everyone. So here we are with a look at Apple’s big announcement. They announced Metal at their WWDC conference. Now what this basically is, is a way for
games developers to reach the lower level of hardware without as much Open GL sitting in the
way. Now the reason this is kind of important is because Apple has kind of stolen a
march on Google here in the Android operating system. Apple have taken technology concepts which we’re becoming very familiar with in the
traditional gaming space with, for instance, AMD’s Mantle technology and
Microsoft’s push to DirectX 12 which will also provide what we call their Metal access to the GPU technology. That’s the bits
that basically makes graphics work on a mobile device, games console or a PC. Now the reason Apple are doing this is quite simple. Open GL is a bit of a bloated mess. It’s been known as a bloated mess for a
very very long time. DirectX is also a bloated mess. Now the idea here really is to get away
from having an abstraction layer, a big thick, chunky abstraction layer getting in the way that basically means that every time a
developer wants to do something on the GPU it first has to go through decades’
worth of cruft to get its instruction to the GPU, get a
response back and do the processing on screen. Now with Metal, games developers are
able to basically send their information directly to the GPU program directly on the GPU and have that
information returned to the screen and that is allowing for some truly
stunning results. I am NOT joking when I say this
is a watershed moment in mobile gaming. Now the reason we’re talking about this
here is because, well, how will people respond? More importantly CAN Google respond with a fragmented
ecosystem the way they do? The reason the likes of AMD, Microsoft and Apple are able to go for this bare Metal access is because they control their ecosystems to a certain extent. AMD for instance makes the Radeon style of graphics cards, popularised by ATI before they bought them. They control the hardware, they control the
drivers and they control to a certain extent the Open GL DirectX that is operated on those cards. By providing a third path, a path that doesn’t have either Open GL or Direct 3D available that gives direct bare Metal access AMD can effectively tell developers, hey, if you do it like this, you will get this massive performance boost. We’ve seen it before in other games, it’s worth a minimum 30% in some cases – a 30% performance boost over other techniques. That’s a watershed
moment guys. Now, here’s our problem. Where everybody else is able to control the chip designs, the software layer and to a certain extent the way games
developers are going to access those resources, for Google they’re
kind of in a bit of a strange space. Yes they control the software
implementation, but they have zero control over the hardware implementation and that’s where this kind of technique, this direct bare Metal access technique can really come into its own because we have the likes of Samsung,
Qualcomm and a multitude of other processor design companies
building ARM chips creating their designs based on ARM’s reference, the same way that Apple does. We find ourselves in a
strange situation where Google essentially has to get all of these
hardware manufacturers to agree to a single principle, a single way to access those reference designs in hardware. I can’t see that is going to happen anytime soon in my opinion. Mostly because the fragmented nature of Android but also because, well, can you imagine trying to get four or five chip companies to all agree on a single way to handle GPU? It isn’t going to happen. There’s too much infighting within the Android ecosystem to ever see
that happen. What I think we’ll find is Google will
partner up with the likes of Samsung, likes of Qualcomm, to produce a single
reference design for GPU, probably based on Krait or its next cousin as it were. Now if Google isn’t able to make that happen, what I’m afraid we’re going to see is
really a two-tier gaming within the mobile space. You will
have what Apple can do and what Google can do, and Google, I’m afraid, the Android ecosystem would be potentially 30-40% behind what Apple can do. Now we’re not
talking about raw frame rates here, what we’re really talking about is graphical fidelity. The number of polygons you can push around a screen the texture quality, the level of textures things like depth of field, bloom and
everything like that. Essentially Apple is able to get very
close to recreating console gaming graphics on their
mobile paths. Google on the other hand may find itself
unfortunately playing second fiddle for a fair while to come. We’re going to have to wait and see what happens at Google IO 2014. I do expect there to be
some movement on graphics aspect but I don’t believe we’ll see Google move to a bare Metal process.


  1. The thing is though, this technology won't be available for any of Apples older devices, will it? And if they come forward with an A8 next year, they'll have to make sure it behaves exactly the same as last year's A7 or all Metal games wouldn't work. I really think this a step backwards – You're sacrificing everything OpenGL was made for and offers you just for better framerates.

  2. Interesting times for what is now the standard of mobile gaming but if you look at the DS/3DS vs Sony PSP/VITA, the lesser powerful system fared better. Obviously that was in part due to content and lower pricing (Nintendo) over power and higher pricing (Sony).
    I think Apple had to do something like this but in the long run, their product is always going to cost more than double than what most Android users are prepared to pay for their phones. Also consider that Android users generally spend less on IAP and apps in general, I don't think there is any current need for current generation console graphics on phones when most people want a 5 minute train fix on their phones. Tablet users might see more use out of something like this but let's see what TV/Games setup Google brings out in the near future to see what they do to match console graphics.

  3. Google should just focus on optimizing OpenGL ES and reducing it´s overhead. Gaming on Touchscreens sucks anyway.

  4. What about the nvidia gpu which allows performance similar to ps3 and xbox 360 like g1 or something

  5. Are you using a microphone that ducks out when it thinks you're not talking? It's kind of clipping the start/end of your words and making you sound out of breath =[

  6. Incorrect. The reason Apple is doing this is for proprietary lock in. This makes it much harder for games to be ported to other systems.

  7. On the one hand I am glad that apple can do more than android because that would bring the value for money closer to android devices because you really pay a lot for more storage and cellular data. On the other hand it is kind of sad that android is behind because you will always have budget phones that lag behind apple so, so much in the future then. But at least it is an accomplishment that is only beneficial for everyone because it really challenges google to finally start racing and make some serious gains in the mobile gaming compartment.

  8. That's the most neutral approach to an Apple innovation I've seen from a seemingly Android focused channel. I'm positively surprised.

  9. +roney thomas why dont Google I/O not showing game Demo open GL 3.1 in android phone or tablet ?.if they already had them since 2013 ?.if they really better..

  10. Before anything else. User's have to wait a full functional apple metal on the iphone 6 wherein it is ios 8 and is powered by new powervr. Then we can test whether apple metal is the next generation of mobile API's.

  11. Apple shows you have things are suppose to be done. They fully optimize their technology so it can run smoothly and at its best. unlike samsung and android throwing crap together so they can say they have the latest and greatest but its not optimized to its full potential and letting the customers be test dummies. Do you want a new car that runs like so so with new features and looks okay or do you want a new car with those same features that runs amazing and also looks great that is tuned to maximize its full capabilities? That's the difference with Apple.

  12. Apple's Metal = need 4 new iphone 5s (a7,a8) or newer!! Android has more road to go because has many diferend cpu's to suport.

  13. I had a galaxy note edge and returned after 2 days of use. One MAJOR difference I noticed between android and iOS gaming is that gaming on iOS runs and looks a lot better than on android. I downloaded 4 games I play frequently on my iPhone on the note edge. The games (when they didn't crash) looked horrible on the note edge when compared to the iPhone. Fragmentation is going to always be a huge problem for android, proof is in the gaming.

  14. why doesn't google release kind of a "blueprint" to all the chip developers of the basics of the "google metal" program and each developer can add on to it to make it work for their chips?

  15. Khronos, the company behind opengl, is right now developing "opengl next", a version of opengl specification that will be lower level like mantle. But I'm not sure if it will fragment android's ecosystem like you say.

  16. That's not going to happen any time.Google is going down. Swift and metal are killing Google Android once and for all. RIP androids. By the way are you crying??

  17. it sounds like you´re turning off and on the volume in between all of your words, sort of like ace ventura screaming while closing and opening the terrace door.. i´m sorry if i sound harsh man, but i really think you should be careful for hat so your videos can get more success ok ? peace

  18. DirectX is perhaps the main reason Windows have better games than Mac does, I mean OpenGL is great but the even the smallest changes take so much time causing OpenGL is not evolving at the DirectX same rate, Metal could be an edge to Apple enter to the PC gaming market.

  19. I like your view on GPU. Actually iOS or OSX use GPU to hardware acceleration many animation effect, that's why in such field Android or Windows cannot get as smooth as iOS or OSX. GPU power grow faster than CPU, so Apple select to rely on GPU is right. Metal will push mobile 3D gaming a bits, the new iOS exclusive TPS game called Afterpulse support Metal and look like a PS3/360 shooting game that run very smooth.

  20. Great video 100% liked. This video was the pinnacle of perfection. It is the best video ever on YouTube. This video gets me hot. It is perfect in every way. I can't handle this video. I SACRIFICE MYSELF TO THIS VIDEO!!!

  21. Vulkan vs Metal video please. I heard that Vulkan is coming to iOS and OSX but the reality is they are making a wrapper over Metal. So they are telling the reality.

    OSX users will always be under performing 🙁

  22. The vulkan probably will not come higher than metal, but if you take into account the hardware androids against iphones is very likely the robots win. However , we must wait for the release of android apps and wait for the creators adhere them to the new api

  23. shit! My Galaxy S6 doesn't support Vulkan yet in Unreal and other AAA game engines. Already has metal in addendum to opengles3 and 2.

    Guess I'm gonna have to upgrade to S7.

  24. The A9X in iPad Pro has many effects at steady framerates like epic of kings if you guys don't know this game you really have to try it it runs on the unreal engine 4 and I'm assuming on iPad Air 2 and above it has 60 frames per second (have to confirm that with iPad Air 2 but I'm sure on the iPad Pro both models it runs at 60 fps

  25. There's too much infighting between the android ecosystem? Really? Where did you get that from?

    Google and Sammy are already getting along well. All Google has to do is talk to Samsung, Qualcomm and MediaTek.

    They only problem making one here would be MediaTek, but they'll follow if the other 2 follow.

    Currently there's vulkan and yes I know its coming to iOS too.

  26. Can we just use one thing? Like hell, we don't want to write 5000 lines of code for Vulkan API that run on Windows, Linux, and Android, and then write another 5000 lines of code for Metal API which run on iOS and macOS.

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