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Introducing Vulkan-Hpp – Open-Source Vulkan C++ API

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11–20 of 76 posts

Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API

#12
post #9
post #4

As a game developer I'm pretty excited about this. There is really no reason to use DX12 backend anymore in the future game development, because of the ease of development, performance and multiplatform features of the Vulkan.

Except the little detail that there is zero Vulkan support on: - iOS - macOS - PSP, PS3, PS4 - Wii U, 3DS - XBox 360, ONE - any Android version - UWP

And there is DX12 support for those?

Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API

#14
post #9
post #4

As a game developer I'm pretty excited about this. There is really no reason to use DX12 backend anymore in the future game development, because of the ease of development, performance and multiplatform features of the Vulkan.

Except the little detail that there is zero Vulkan support on: - iOS - macOS - PSP, PS3, PS4 - Wii U, 3DS - XBox 360, ONE - any Android version - UWP

But he was saying DX12, and I believe Xbox One will support Vulkan as well, so no need for DX12

Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API

#16
post #9

Earlier quoted context omitted.

Except the little detail that there is zero Vulkan support on: - iOS - macOS - PSP, PS3, PS4 - Wii U, 3DS - XBox 360, ONE - any Android version - UWP

But he was saying DX12, and I believe Xbox One will support Vulkan as well, so no need for DX12

He was saying that there is no reason to use DX12 as if Vulkan is everywhere else.

I very much doubt Microsoft will bother to support Vulkan if AAA studios don't ask for it.

Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API

#17
post #9

Earlier quoted context omitted.

Except the little detail that there is zero Vulkan support on: - iOS - macOS - PSP, PS3, PS4 - Wii U, 3DS - XBox 360, ONE - any Android version - UWP

And there is DX12 support for those?

Yes for the XBox ONE, although there are some small differences with the desktop version, at least until the upcoming Aniversary update.

But the point he was making was that there is no need for DX12 because Vulkan works everywhere else.

Right now Vulkan is only supported on custom Android 6 forks for Samsung S7 and NVidia Shield, Android 7, GNU/Linux and Windows on a restricted set of graphic cards.

Hardly a market to target for game developers that want to reach as much eyes as possible.

Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API

#18
post #4

As a game developer I'm pretty excited about this. There is really no reason to use DX12 backend anymore in the future game development, because of the ease of development, performance and multiplatform features of the Vulkan.

Well, considering game industry experience with OpenGL on Windows (which is in short - it doesn't work on production scale) as a game developer I, unfortunately, really doubt that it will gain any traction on Windows based platforms.

Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API

#19

Vulkan is an NVIDIA gpu api. https://www.khronos.org/vulkan/

I wish I could somehow flag or block people who make such false comments disguised as fact. Less than 30 seconds looking into Vulkan would have told anyone almost the opposite if what you came up with.

Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API

#20
post #18
post #4

As a game developer I'm pretty excited about this. There is really no reason to use DX12 backend anymore in the future game development, because of the ease of development, performance and multiplatform features of the Vulkan.

Well, considering game industry experience with OpenGL on Windows (which is in short - it doesn't work on production scale) as a game developer I, unfortunately, really doubt that it will gain any traction on Windows based platforms.

How doesn't it work and how does that transfer to Vulkan?
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