Resolution: 2560x1600 | GPU: Iris Plus 655 | Settings: Maxed | OpenGL (fps) | Metal (fps) |
On Fishing Ship + No Pixelation + vsync | ~35 | ~52 |
On Fishing Ship + No Pixelation + no vsync | ~50 | ~52* |
On Fishing Ship + Default Pixelation + no vsync | ~180 | ~100* |
Clump of Trees near Debt Guy + No Pixelation + vsync | 40-49 | ~53 |
Clump of Trees near Debt Guy + No Pixelation + no vsync | 50 | ~54* |
Clump of Trees near Debt Guy + Default Pixelation + no vsync | ~130 | ~120 |
*There was some really weird judder for these Metal results, it felt like it was running slower than real time
Really weird results actually. I only did the first test earlier, which lead me to believe Metal was strictly superior, however OpenGL performs pretty well in some situations, which is odd given how poorly supported it is on macOS. In particular, without vsync on, the Metal implementation was practically unplayable. Additionally, OpenGL seemed to benefit significantly more from pixelation.
Also, after doing some testing with the Intel Power Gadget, there is no appreciable difference in power consumption for the two runtimes. One actual difference is the color management (or lack thereof in OpenGL's case). The Metal version of the game targets sRGB, but the OpenGL version just outputs to the Mac's native gamut.
OpenGL outputs to the native gamut
Metal outputs to sRGB
These images may appear the same if viewed on a noncolormanaged OS or on a sRGB monitor. Basically the OpenGL version is much more saturated than the Metal version, and perhaps not the best representation of your artistic intent?