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This article is intended for enterprise and education system administrators.
Your Mac determines how each window and its contents should appear by collecting file information such as labels, tags, and other forms of metadata.
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In macOS Sierra 10.12 and earlier, your Mac gathers all metadata for the files in a folder, compares it to the folder's .DS_Store file, and then displays the folder's contents. In macOS High Sierra 10.13 and later, this behavior is changed slightly: If a folder is sorted alphanumerically, the contents are displayed immediately, then the Finder collects and compares the rest of the folder's metadata.
Speed up browsing on network shares
To speed up SMB file browsing, you can prevent macOS from reading .DS_Store files on SMB shares. This makes the Finder use only basic information to immediately display each folder's contents in alphanumeric order. Use this Terminal command:
defaults write com.apple.desktopservices DSDontWriteNetworkStores -bool TRUE
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Then log out of your macOS account and log back in.
To reenable sorting, use this command:
defaults write com.apple.desktopservices DSDontWriteNetworkStores -bool FALSE
Accelerating graphics and much more.
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Metal provides near-direct access to the graphics processing unit (GPU), enabling you to maximize the graphics and compute potential of your apps on iOS, macOS, and tvOS. Building on an approachable, low-overhead architecture with precompiled GPU shaders, fine-grained resource control, and multithreading support, Metal further evolves support for GPU-driven command creation, simplifies working with the array of Metal-capable GPUs, and lets you tap into Pro power of Mac Pro and Pro Display XDR.
GPU-driven Compute Encoding
Moving beyond just rendering passes, Metal in iOS 13 and tvOS 13 empowers the GPU to construct its own compute commands with Indirect Compute Encoding. Now complete scenes using advanced culling and tessellation techniques can be built and scheduled with little or no CPU interaction.
Improved Raytracing Acceleration
Metal Performance Shaders (MPS) speed raytracing operations even more by moving the bounded volume hierarchy construction to the GPU. MPS also provide new, optimized de-noising filters in an essential collection of highly-optimized compute and graphics shaders.
Metal for Pro Apps
Professional content-creation apps can take advantage of outstanding enhancements in Metal on macOS Catalina. Metal Peer Groups make it easy to rapidly share data between multiple GPUs in Mac Pro without transferring through main memory. And enhancements to CAMetalLayer give you access to the High Dynamic Range capabilities of Pro Display XDR.
Simpler GPU Families
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Developing with Metal is even easier with the dramatically simplified GPU Families. Three well-considered groupings allow you to easily target functionality that's common across all Metal-enabled GPUs, access unique capabilities of Apple-designed GPUs, and better harness supported third-party GPUs on macOS.

Metal Memory Debugger
The Metal Memory Debugger gives fine-grained insight into how much memory Metal objects and rendering resources consume at runtime. It also analyzes how your resources are configured and suggests improvements, so you can deeply optimize your game or app to take full advantage of Metal.
Metal-enabled iOS Simulator

The Simulator now uses Metal to speed up the development of iOS apps that either use Metal directly or rely on Metal-based system frameworks. This is perfect for smoothly transitioning from OpenGL ES to Metal.
What’s New in Metal
Tools for Windows
The Metal Developer Tools for Windows enables Metal Shading Language (MSL) compilation on Windows into Metal Library Objects targeting Apple platforms.Documentation
Browse the latest documentation including API reference and articles.
Sample Code
Get sample code to see how Metal APIs are implemented.
Videos
Learn how to take advantage of the latest advancements in Metal.
Forums
Ask questions and discuss Metal with Apple engineers and other developers.
