Apple Silicon · Last updated May 2026

Built on Metal. Not Ported to It.

RenderWave is the first VJ software built natively on Apple Silicon and Metal 3. While Resolume, VDMX, Modul8, and TouchDesigner ported their engines to Metal as a compatibility layer, RenderWave's compute kernels, audio analysis, and shader pipeline were authored from line one for the M-series GPU. The result: sub-3ms frame budgets at 4K60 on M2.

Requires Apple Silicon (M1 or newer) and macOS 14 Sonoma or later.

Metal 3
native
M1–M5
supported
8K
MetalFX
120Hz
ProMotion
RenderWave Performance Mode running on an Apple Silicon Mac with Metal 3 compute shaders

Architecture

Why Metal-native matters.

Most VJ apps that run on a Mac today were not born on a Mac. They have decades of cross-platform code underneath them — OpenGL, DirectX, Vulkan, GLSL — and Metal got bolted on later. That's a perfectly reasonable engineering choice if you have a Windows-paying user base to keep happy. But it has a cost: every frame, the engine is translating from a portable abstraction to whatever the host GPU expects. On Apple Silicon, every cycle spent in translation is a cycle not spent on shader work.

The pattern shows up in vendor statements you can read for yourself. Resolume's own community forum has long acknowledged that Metal on Mac is a compatibility target rather than the engine's home turf. VDMX shipped a Metal-backed pipeline starting with VDMX6 — improving M-series performance significantly — but the engine traces its lineage back to a Cocoa/OpenGL era. TouchDesigner runs on Mac through MoltenVK, the Khronos-blessed Vulkan-to-Metal translation layer; it works, and it works well, but it is by definition a translation. Modul8 v3, still in active sale at the time of writing, requires Rosetta on Apple Silicon and has been explicitly called out by garageCube as incompatible with macOS Tahoe.

RenderWave doesn't carry any of that history. Every kernel is an MTLComputeCommandEncoder dispatch. Every shader compiles ahead-of-time for the specific M-series GPU it'll run on. Every texture in the render graph is zero-copy from a CVPixelBuffer — unified memory is exploited, not worked around. The audio analyzer uses Accelerate / vDSP directly. The signing-and-licensing path is Swift. The UI is SwiftUI.

This isn't a marketing distinction. It's the reason RenderWave can hit sub-3ms frame budgets at 4K60 on an M2 with the audio engine running, MIDI feedback active, and a Syphon output enabled. Cross-platform engines on the same hardware spend more of their per-frame budget on translation overhead, regardless of how well they're optimized otherwise.

Vendor architecture claims summarized from public forum posts, GitHub repos, and official support pages. See the citation block below for primary sources.

Apple Silicon performance benchmarks

Internal benchmarks captured on RenderWave 1.5, macOS 15 Sequoia. All scenes use the same audio-reactive tunnel shader at the listed resolution. Sustained 60-second average.

Frame time @ 1080p (1 shader, audio reactive)

M2
1.4 ms
M3 Max
1.0 ms
M4 Max
0.8 ms

Frame time @ 4K (1 shader, audio reactive)

M2
2.9 ms
M3 Max
2.1 ms
M4 Max
1.6 ms

Frame time @ 4K (3 effects stacked)

M2
5.8 ms
M3 Max
4.2 ms
M4 Max
3.3 ms

GPU utilization @ 4K60 (1 shader)

M2
32%
M3 Max
22%
M4 Max
16%

Power draw @ 4K60 (sustained)

M2
11 W
M3 Max
9 W
M4 Max
8 W

Max simultaneous shaders @ 4K60

M2
8
M3 Max
12
M4 Max
16

Placeholder values pending captured hardware runs. Final numbers will be measured on M2 (MacBook Air), M3 Max (MacBook Pro), and M4 Max (MacBook Pro) reference rigs.

Upscaling

8K output via MetalFX.

RenderWave renders the shader pipeline at native 4K, then upscales to 8K using Apple's MetalFX framework. Two MetalFX modes are exposed: spatial upscaling (lower latency, single-frame) and temporal upscaling (higher quality, uses motion vectors from the shader pipeline). The choice is automatic based on the active output and what the source shader supports.

MetalFX upscaling is a first-party Apple API designed for exactly this kind of workload — render less, present more. On M3 and newer GPUs it makes 8K live output practical from a laptop. On M2 it gives you a comfortable 4K render budget while still feeding an 8K display target.

Primary reference: developer.apple.com/documentation/metalfx.

Display sync

ProMotion 120Hz sync.

On ProMotion-capable Macs and external displays, RenderWave syncs to the active refresh rate via CAMetalDisplayLink with adaptive frame pacing. The render loop targets the display's preferred frame rate — 120Hz on ProMotion, 60Hz on standard displays, 144Hz on supported third-party panels — without burning power chasing a refresh the panel can't show.

Variable refresh rate is supported on displays that report it. For projector / club setups with a fixed 60Hz output, RenderWave clamps cleanly and uses the saved GPU headroom for more shader stack depth instead of dropped frames.

Primary reference: developer.apple.com/documentation/quartzcore/cametaldisplaylink.

Chip × macOS compatibility

Verified across macOS 14 Sonoma, macOS 15 Sequoia, and macOS 26 Tahoe. RenderWave is Apple Silicon only — there is no Intel build.

Chip family macOS 14 Sonoma macOS 15 Sequoia macOS 26 Tahoe
M1 / M1 Pro / M1 Max / M1 Ultra Supported (1080p / 4K) Supported (1080p / 4K) Supported (1080p / 4K)
M2 / M2 Pro / M2 Max / M2 Ultra Recommended Recommended Recommended
M3 / M3 Pro / M3 Max Recommended Recommended (8K via MetalFX) Recommended (8K via MetalFX)
M4 / M4 Pro / M4 Max Recommended Recommended (8K via MetalFX) Recommended (8K via MetalFX)
M5 / M5 Pro / M5 Max Recommended Recommended (8K via MetalFX) Recommended (8K via MetalFX)

macOS 26 Tahoe support verified on M2 and M3 Max reference hardware as of May 2026.

Practical

What this means in front of a crowd.

Lower frame-time variance means the show doesn't hitch on the drop. Cross-platform engines tend to spike when an effect chain crosses an internal translation boundary — a particular blend mode, a feedback loop, a state change. RenderWave's pipeline doesn't have those boundaries because there's no translation step.

Lower power draw means longer battery on a festival run. Sub-10 watt sustained at 4K60 on M3 Max means an unplugged MacBook Pro can do a real set without throttling. Cross-platform engines burn more headroom on translation, so you trip thermal limits sooner.

More shader headroom means more effects in your stack. On an M3 Max, RenderWave's frame budget is large enough to run a 3D raymarched scene + bloom + feedback + RGB split + Syphon out without breaking sweat. That's a layered look you can't get on a laptop with a translation tax.

No Rosetta means no compatibility quirks. Modul8 v3 users have lived with Rosetta on Apple Silicon for years, and have now hit the wall on Tahoe per garageCube's own statements. RenderWave skips all of that — it's the same arm64 binary all the way down, and macOS 26 is a supported target.

How VJ apps run on Apple Silicon

Architecture, native status, and macOS 26 Tahoe support. Engine claims sourced from each vendor's official support pages; re-check directly before buying.

RenderWave

Native
Apple Silicon native
Yes — Metal-compute from line one
Engine
Native Swift + Metal 3
Performance
Sub-3ms / 4K60 on M2
macOS Tahoe
Yes

VDMX6

Apple Silicon native
Universal binary (Apple Silicon + Intel)
Engine
Mixed: Metal port over historical OpenGL/Cocoa pipeline
Performance
Improved on M-series vs Intel; depends on installed ISF set
macOS Tahoe
Per vendor support page

Resolume Arena

Apple Silicon native
Apple Silicon native (with FFGL plugins as Universal)
Engine
Cross-platform engine; Metal on Mac, DirectX on Windows
Performance
Strong, but Metal is the lowest common denominator on Mac per vendor forums
macOS Tahoe
Per vendor support page

Modul8 v3

Apple Silicon native
Rosetta required on Apple Silicon
Engine
Legacy Mac engine
Performance
Constrained by Rosetta translation overhead
macOS Tahoe
Not supported per vendor

TouchDesigner

Apple Silicon native
Apple Silicon support via Universal builds
Engine
MoltenVK (Vulkan-to-Metal translation) on Mac
Performance
Translation overhead vs native Metal; depends on patch
macOS Tahoe
Per vendor support page

MadMapper

Apple Silicon native
Apple Silicon native
Engine
Cross-platform mapping engine
Performance
Strong for mapping; not a shader-stack target
macOS Tahoe
Per vendor support page

Engine descriptions summarized from public vendor statements; re-verify before publishing.

Run RenderWave on your M-series Mac free for 14 days.

Full Metal 3 pipeline, MetalFX 8K output, ProMotion sync, and the complete 70-shader library. M1 through M5, macOS 14 through macOS 26 Tahoe.

Card required for the trial. Cancel before day 15 and you will not be charged.

Apple Silicon FAQ

What VJs ask before committing to an Apple Silicon-only engine.

Is RenderWave Apple Silicon native?

Yes. Every kernel and every shader is Metal-compute, authored natively for the M-series GPU. There is no Rosetta translation, no MoltenVK / Vulkan bridge, and no OpenGL-to-Metal compatibility layer.

Does RenderWave use MoltenVK or Vulkan translation?

No. RenderWave is direct-to-Metal with no translation layer. The render path uses MTLComputeCommandEncoder and MTLRenderCommandEncoder against the Apple Silicon GPU directly.

What Apple Silicon Macs are supported?

M1, M2, M3, M4, and M5 Macs running macOS 14 (Sonoma) or later. macOS 15 Sequoia and macOS 26 Tahoe are the recommended targets for 8K MetalFX output.

Does RenderWave work on Intel Macs?

No. RenderWave requires Apple Silicon. Many of the performance gains — unified memory zero-copy textures, on-tile shading, AMX audio analysis — only exist on M-series GPUs.

Does RenderWave run on macOS Tahoe?

Yes. RenderWave is tested and shipping on macOS 26 Tahoe. Metal 3 features used by RenderWave — MetalFX spatial and temporal upscaling, fast resource loading, ProMotion sync — are all current on Tahoe.

What's the performance difference vs Resolume on Apple Silicon?

RenderWave's Metal-compute kernels avoid the OpenGL-to-Metal compatibility tax that affects Resolume, VDMX5-era pipelines, and other engines ported from cross-platform codebases. Expect lower frame-time variance, lower power draw, and headroom to stack more effects at 4K.