Skip to content
Development
Skill

/metalfx-game-rendering-workflow

Guide native Apple-game MetalFX integration for spatial or temporal upscaling, frame interpolation, and temporal denoising. Use when Codex works with MetalFX descriptors, jitter, motion vectors, depth, exposure, history, dynamic resolution, present threads, or MetalFX

From plugin
socket
7200 skills5 MCP
Install
$ npx -y skills add gaelic-ghost/socket --skill metalfx-game-rendering-workflow --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/metalfx-game-rendering-workflow

Context preview

The summary Claude sees to decide when to auto-load this skill.

Guide native Apple-game MetalFX integration for spatial or temporal upscaling, frame interpolation, and temporal denoising. Use when Codex works with MetalFX descriptors, jitter, motion vectors, depth, exposure, history, dynamic resolution, present threads, or MetalFX

SKILL.md

metalfx-game-rendering-workflow.SKILL.md
name: metalfx-game-rendering-workflow
description: Guide native Apple-game MetalFX integration for spatial or temporal upscaling, frame interpolation, and temporal denoising. Use when Codex works with MetalFX descriptors, jitter, motion vectors, depth, exposure, history, dynamic resolution, present threads, or MetalFX performance validation; use Game Porting Toolkit guidance for a D3D or Vulkan port.

MetalFX Game Rendering Workflow

Scope

Own the renderer-side contract that makes a MetalFX effect correct. MetalFX is not a generic FPS toggle: each effect has required inputs, lifecycle state, feature gates, and a presentation path.

Read [effect-selection.md](references/effect-selection.md) before choosing an effect. Confirm the effect’s documented availability from local Xcode or Dash API references before coding.

Workflow

1. Establish the target device and OS matrix, target display cadence, baseline quality, and GPU-bound evidence. Do not add MetalFX to mask a CPU or asset-streaming bottleneck. 2. Choose one job: spatial scaling for a simpler resolution conversion, temporal scaling for reconstruction from history and motion, interpolation for generated display frames, or denoised temporal scaling for noisy rendered input. 3. Define the input contract explicitly: render/output size, color format, depth, motion-vector convention and units, jitter sequence, exposure, reset conditions, and history ownership. 4. Keep dynamic-resolution changes synchronized with the effect descriptor and resource allocation. Reset temporal history after camera cuts, resolution changes, content discontinuities, or other invalidating events. 5. Keep frame interpolation presentation isolated on its documented dedicated presentation path; do not let simulation or UI state advance merely because a generated frame is displayed. 6. Validate image quality before performance: inspect disocclusion, HUD/UI separation, motion-vector sign and scale, ghosting, shimmer, latency, and frame pacing on suitable hardware.

Guardrails

  • Preserve a non-MetalFX presentation path when the deployment matrix requires it.
  • Do not claim a path is zero-latency, artifact-free, or supported from a simulator-only run.
  • Treat MetalFX 4.1-era APIs as beta-sensitive until their shipping SDK availability is verified.

Handoffs

  • `metal-game-rendering-workflow` for the renderer, frame contract, queues, or command encoders.
  • `xcode-game-profiling-workflow` for performance evidence.
  • `metal-neural-rendering-workflow` when the work moves beyond MetalFX into custom ML, tensors, or neural rendering.
  • `game-porting-toolkit-workflow` for a translated or source port.

Output

Return the selected effect, availability and fallback, exact input/history contract, presentation ownership, visual-validation plan, and measured performance question.

Read more
Ships withsocket

Stuff for Agents on macOS Promo audio: Socket Codex Marketplace Promo

Get the whole plugin

Other skills on socket.