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Vulkan vs DirectX12

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  • RidelynnRidelynn Member EpicPosts: 7,383
    Valve has announced that Source 2 will support Vulkan.

    That's one major developer out of a lot out there, and that particular one shouldn't be surprising, but it's one - which is a whole lot more than "no major game studio". Valve's obvious interest is that they are trying to divorce from relying on Microsoft as the only gaming OS provider option. 

    There were a surprising number of AAA games that supported Mantle as well, it wouldn't be a stretch to see those game engines move over to Vulkan - notably the Frostbite 3, Unreal, and the Crytek engine all have varying levels of Mantle support. That doesn't mean they will necessarily support Vulkan, or that anything has been announced, but Vulkan is based on Mantle, so it wouldn't be a stretch to see the support extended on at the engine level.
  • QuizzicalQuizzical Member LegendaryPosts: 25,355
    Kiyoris said:
    Quizzical said:
    DMKano said:
    Dx12 - no major game studio is even looking at Vulcan at this point in any serious capacity. 
    How do you know? 
    He knows because it's been like that for 20 years.

    Welcome to the world of PC.



    OpenGL works for extremely basic things, it's nice for physics simulation that need to be platform independent.

    But other than that,  OpenGL is a bloated mess, anyone who has used it knows it. There are still bugs in OpenGL that date back from 1.2

    Uniform Buffer and drawcalls have been bugged for like 10 years. No one even gives a damn, Apple is like 2 years behind on every OpenGL release because they don't want to deal with the bugs.

    Why do you think no one develops games for Apple. The OpenGL API is a freaking mess. Hell, Apple has been developing their own OpenGL drivers for years now, they got tired of waiting on Nvidia and AMD who don't even care about OpenGL drivers, like, at all. The driver in your MAC thingy, is from Apple.
    What does it even mean for there to be bugs in a specification?  Bugs in particular implementations, yes.  But if one vendor has a buggy implementation of something and another vendor has a properly working implementation of the same thing, that's a bug in drivers, not a bug in OpenGL itself.

    OpenGL did get very bloated over time.  That's really a problem that there was so much cruft that you aren't supposed to use anymore that it became harder to find the modern stuff that you are supposed to use.  (E.g., dithering, for monitors with few enough colors that you have to use a checkerboard pattern to display intermediate colors.)  The basic problem is that new versions would add to OpenGL, without deprecating the old stuff that the new replaced.  In 2007, they finally deprecated a bunch of stuff, but it's still pretty bloated.

    Regardless, that's for legacy reasons.  I'd be extremely shocked if Vulkan supports a bunch of things that haven't made sense to use in years.  Much of the point of Vulkan is to have a clean break that discards legacy stuff.
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