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Rivac AI Labs
Spatial Computing & XR

macOS Spatial/Metal Engineer

Spatial computing at native performance runs through Metal, not a web renderer or a cross-platform abstraction layer, and getting a real-time 3D scene to hold frame rate on Apple hardware while doing serious rendering work is a genuinely specialized skill. This service builds the native Swift and Metal code underneath spatial-computing features that need to move fast, custom shaders, GPU-accelerated rendering pipelines, real-time 3D scenes that can't afford the overhead of a generic engine. It's for teams whose spatial or 3D feature is too performance-critical for off-the-shelf tooling, or who've hit a ceiling with a cross-platform framework and need someone who can go straight to Metal. You get production Swift/Metal code integrated into your app, not a proof-of-concept that falls apart under a real workload.

This is a capability we deliver for you as a service, not a role we’re hiring for.

How We’d Approach This

A clear, staged plan, not a black box

These are the service-specific steps inside our six-step process.

  1. 1

    Diagnose the performance bottleneck or capability gap the current rendering stack can't clear

  2. 2

    Build a Metal-based prototype of the critical rendering path to prove the target frame rate is achievable

  3. 3

    Profile and review the prototype against real device hardware and your actual scene complexity

  4. 4

    Harden the pipeline into production Swift/Metal code and integrate it into the shipping app

What You Get

Deliverables from this engagement

  • Production Swift/Metal rendering code integrated into the app
  • Custom shaders and GPU pipeline tuned to your scene
  • Performance benchmarks across target hardware
  • Technical documentation for maintaining and extending the pipeline

Six Ways We Could Architect This

Different engagement, different build, pick the shape that fits

There’s more than one way to deliver on this service. Browse a few of the ways we’d structure the work, depending on your speed, budget, and integration needs.

Read all 6 architectures as text

Lean Fast-Start Architecture

Scene Definition

  • Swift App Shell
  • Metal Device and Command Queue Setup
  • Single Render Pipeline State

Basic Render Loop

  • Vertex and Fragment Shader Pair
  • Display Link Render Loop
  • Frame Buffer Presented to Screen

Local Testing

  • Manual Frame Rate Counter
  • Xcode GPU Frame Capture
  • Fix Bottleneck Shader

Ship

  • Embed in macOS App Target
  • Notarized Build
  • App Store Submission

Cloud-Native / Managed Services Architecture

Managed Asset Pipeline

  • 3D Asset Source Files
  • Managed Asset Optimization Service
  • Compressed Texture and Mesh Bundles

Metal Rendering Core

  • Metal Render Pipeline
  • Custom Compute Shaders
  • GPU Accelerated Physics Pass

Managed Build Infrastructure

  • Cloud macOS Build Runners
  • Automated Xcode Cloud Build
  • Signed Build Artifact Storage

Distribution and Monitoring

  • TestFlight Distribution
  • Crash and Performance Reporting Service
  • Frame Rate Telemetry Dashboard

Event-Driven & Automation-First Architecture

Triggers

  • Shader Source Commit
  • Nightly Performance Benchmark Job
  • New macOS SDK Release Event

Automated Build Pipeline

  • CI Build Queue
  • Automated Metal Shader Compile
  • Automated Frame Rate Benchmark Suite

Automated Gating

  • Frame Budget Met
  • Auto Merge and Tag Release
  • Auto Revert Regressive Commit
  • Notify Engineer via Chat

Deploy

  • Auto Package Framework Build
  • Publish to Internal Package Registry

Enterprise-Grade & Compliance-Ready Architecture

Engineering Governance

  • Performance Budget Policy
  • Code Review by Senior Graphics Engineer
  • Approved Shader Library

Hardened Build Process

  • Signed and Notarized Build Pipeline
  • Reproducible Build Environment
  • Dependency Vulnerability Scan

Rigorous Validation

  • Cross Hardware Regression Suite
  • Memory Leak and GPU Stress Testing
  • Accessibility Review for Motion Settings

Compliance and Redundancy

  • Redundant Build Artifact Storage
  • Full Release Audit Trail
  • Rollback to Last Stable Build

AI-Augmented, Human-in-the-Loop Architecture

AI Assisted Shader Work

  • AI Suggests Shader Optimization
  • AI Simulated Frame Time Estimate
  • Candidate Shader Variant

Human Review Gate

  • Graphics Engineer Reviews Diff
  • Engineer Approves Optimization
  • Engineer Rejects and Adjusts

Real Hardware Validation

  • Build Deployed to Test Device
  • Live GPU Profiling Run
  • Human Sign Off Before Merge

Ship

  • Approved Shader Merged to Main
  • Production Build Released
  • Telemetry Feeds Back to AI Model

Integration-Heavy / Ecosystem-Connected Architecture

Connected Systems

  • ARKit and RealityKit Bridge
  • Existing Swift App Codebase
  • Asset Pipeline from Design Tools
  • Physics Engine Integration

Metal Rendering Core

  • Custom Metal Renderer
  • Scene Graph Manager

Broader Ecosystem

  • Cloud Asset CDN
  • Analytics SDK
  • Crash Reporting Service
  • Feature Flag Service

Delivered Experience

  • macOS Spatial App
  • Shared Framework for Other Apple Platforms

More in Spatial Computing & XR

Ready to get started?

Tell us what you’re trying to get done and we’ll help you find the highest-leverage place to start, scoped small enough to prove itself before you commit to anything bigger.

Talk to us about macOS Spatial/Metal Engineer

Most engagements like this start as a $500–$2,500 pilot, see full pricing.

Questions? Book a free call