When Apple unveiled Metal for OS X at the 2015 WWDC keynote, I wasn't very impressed.
Metal, Apple's optimized set of 3D tools for developers, first showed up on iOS last year in the form of a particularly beautiful Unreal Engine demo. it provided answers for serious problems that my development team faced when making cinematic games on the iPhone and iPad.
But Metal for OS X? The particle effects on stage were less impressive than last year's iOS demo, and moreover, while watching the demo onstage, I couldn't help but note that Unreal Engine games barely exist for the Mac. There's Tomb Raider, the Borderlands trilogy, X-Com, and a handful of indie titles, but many major games like Mass Effect haven't been ported.
I worried that "Metal" had become Apple's version of "Blast Processing," a catch phrase in the 90s for the Sega Genesis. In commercials, Sega would gloat that only the Genesis had "Blast processing." The only problem was, Blast Processing didn't really do anything that mattered.
But it turns out, I was wrong.