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Former Nvidia Dev's Thoughts on Vulkan/Mantle

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131–140 of 163 posts

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#131
post #10
post #5

Very interesting post. So ... the subtext that a lot of people aren't calling out explicitly is that this round of new APIs has been done in cooperation with the big engines. The Mantle spec is effectively written by Johan Andersson at DICE, and the Khronos Vulkan spec basically pulls Aras P at Unity, Niklas S at Epic, and a couple guys at Valve into the fold. This begs the question: what about DirectX 12 and Apple's…

About your last paragraph, I would say that that is even more important to optimize and to make low level layers for than graphical game engines (believe it or not :)). The thing is while gaming is seen as a "performance critical" application, where it is natural to want the maximum performance to be squeezed out of your hardware, Web development is just a behemoth of inefficiency, and we think that that is the norm…

[deleted]

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#132
post #117

Earlier quoted context omitted.

The split you speak of has already happened on mobile, that's why we have "apps."

The new medium has been born, but the old one is still being abused, so the split isn't complete and won't be until this no longer happens: http://xkcd.com/1174/

I'm wondering about the "can't zoom" bit. I can't zoom on many websites - because Mobile Safari has sold out control to the web developers, instead of acting as my user agent.

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#133
post #10
post #5

Very interesting post. So ... the subtext that a lot of people aren't calling out explicitly is that this round of new APIs has been done in cooperation with the big engines. The Mantle spec is effectively written by Johan Andersson at DICE, and the Khronos Vulkan spec basically pulls Aras P at Unity, Niklas S at Epic, and a couple guys at Valve into the fold. This begs the question: what about DirectX 12 and Apple's…

About your last paragraph, I would say that that is even more important to optimize and to make low level layers for than graphical game engines (believe it or not :)). The thing is while gaming is seen as a "performance critical" application, where it is natural to want the maximum performance to be squeezed out of your hardware, Web development is just a behemoth of inefficiency, and we think that that is the norm…

yup. i have started to see the same as well. having a simpler web solution is hard to achieve, over the time, it get messier and messier. i'm now doing small and simple examples in newer language such as go to see if it is any easier there to keep software simple to 1)run 2)maintain 3) code.

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#134
post #36

Earlier quoted context omitted.

Hi, I'm working on a library to allow something like this (rendering web UI's with a WebGL backend). It's in very early stages. Feedback is very welcome: https://github.com/davedx/lustro

Good luck. Efficient 2D using OpenGL is very difficult. It will never approach the speed of a well designed 2D API. Microsoft gave a lot of insight about the hard it was to get Direct2D to be competitive with GDI/GDI+. If you do see any performance benefits it likely will be because you support less features than what a modern day browser supports with HTML/CSS. But in my opinion you could probably achieve faster spe…

I agree it will be very difficult. I'm working with WebGL as my day gig and understand how hard it is, as we're working with embedded devices there. That's actually what motivated me to start this project, so web developers can build fast, rich and interactive UI's on the same level as those you see in current generation video game consoles.

You have to be ambitious, right? :)

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#135
post #36

Earlier quoted context omitted.

Hi, I'm working on a library to allow something like this (rendering web UI's with a WebGL backend). It's in very early stages. Feedback is very welcome: https://github.com/davedx/lustro

I hope it works out well. A whole new class of apps and performance might become real. I just wonder how well text performance will be. Would be awesome to get near native speed with editors like Brackets and Atom.

Yes, text is a big challenge. Got to get maximum efficiency from your sprite batching and triangle strips!

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#136
post #85
post #36

Earlier quoted context omitted.

Hi, I'm working on a library to allow something like this (rendering web UI's with a WebGL backend). It's in very early stages. Feedback is very welcome: https://github.com/davedx/lustro

(How) do you intend to handle accessibility?

I don't. The target segment is people building rich, interactive video-game-like UI's, for things like mobile/embedded devices.

Though as an aside, I think voice control is very underutilized in modern GUI development...

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#137
post #34
post #3

This is interesting, it's good to hear the opinion of somebody who's actually programmed against the APIs. I think the increase in exposed complexity is probably a good thing. The AAA studios have proved that they're able and willing to throw engineering resources at tough problems, so actually allowing them to directly interact with a lower level of code is probably a good thing. I'm sure there's a counterargument t…

> when's the last time an indie game directly programmed against DirectX or OpenGL (barring webGL)? I don't work in indie, but my understanding is that this is still pretty common, especially for games with any budget at all.

Even still, as an Indie developer, I'd much rather develop against Vulcan than OpenGL from everything I can yet tell.

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#138
post #12

> What has finally been made clear is that it's okay to have difficult to code APIs, if the end result just works. So true and yet, we have all those crazy JavaScript frameworks trying to abstract everything away from developers. There's a lesson in there.

You cannot abstract away complexity. This is a lesson people relearn every 2-3 years or so. From the javascript frameworks - I use only backbone and jquery - first as a simple router, second for easy dom traversal.

> You cannot abstract away complexity.

No, you have a selection bias, you don't notice the abstractions that have worked.

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#139
post #44
post #19

To me, this neatly explains why in just about every performance comparison of video drivers in Linux shows the proprietary drivers having an edge, even if only a slight one. I've never actually dived into the source code for the open source video drivers but I'm now curious how much time the devs of the open-source drivers have to spend on anticipating and routing around the brain damage of the programs calling them.…

I've spent a fair bit of time in the open source radeon and nouveau drivers and I never noticed any workarounds in place solely to fix a broken client. Open source driver developers don't have the time or resources to pull off a stunt like that!

Especially since an open source client, can be fixed on the client side. No reason to include nasty hacks for buggy clients.

Re: Former Nvidia Dev's Thoughts on Vulkan/Mantle

#140

Earlier quoted context omitted.

The new medium has been born, but the old one is still being abused, so the split isn't complete and won't be until this no longer happens: http://xkcd.com/1174/

I'm wondering about the "can't zoom" bit. I can't zoom on many websites - because Mobile Safari has sold out control to the web developers, instead of acting as my user agent.

Disabled zoom is one of my pet peeves too. I use this bookmarklet on my iPhone, you may find it useful...

  javascript:document.querySelector('meta%5Bname=viewport%5D').setAttribute('content','width=device-width,initial-scale=1.0,maximum-scale=10.0,user-scalable=1');
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