I've not done it myself either but those I know who've used Metal itself speak highly of it overall. Of course it's yet another target to add but it might not be so bad if you're not building something generic but instead have end-to-end control of all rendering in the app.
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I mean, I've used Metal and it's OK--verbose but reasonable CPU side API unfortunately paired with an awful shader language. But that doesn't really matter: my software has to be cross-platform, so any deviation from DX12/Vulkan is strictly worse.
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The benefit is you get minimum 'abstraction layer bugs' and you can tune things properly. The cost is you need to figure out how to do your shader abstraction. I've just added Dx11 HLSL as well its working quite nicely this high level source translation for shaders.
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I might have a Metal backend for PF too, but I'm not excited about the fact that I have to write such a thing. Such a waste of time just because of Apple's stubbornness
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