Vulkan is an NVIDIA gpu api. https://www.khronos.org/vulkan/
Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
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Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#22Are there any scene graph libraries that use Vulkan?
Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#23Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#24Vulkan is an NVIDIA gpu api. https://www.khronos.org/vulkan/
Whoa holy smokes yeah I missed the mark on that one. So Vulkan is a replacement for openGL, essentially a new api to gpu's in general? Is that closer to it? In the future I'll phrase the statement as a question if I'm not 100% clear on it. Sorry for the noise.
It was gifted to Kronos from AMD where it had been called mantle.
Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#25Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#26As 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
Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#27Vulkan 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
#28Earlier 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
I believe Vulcan is derived from amd and what us already availabke for ps4? Could be wrong though.
Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#29Vulkan is an NVIDIA gpu api. https://www.khronos.org/vulkan/
Whoa holy smokes yeah I missed the mark on that one. So Vulkan is a replacement for openGL, essentially a new api to gpu's in general? Is that closer to it? In the future I'll phrase the statement as a question if I'm not 100% clear on it. Sorry for the noise.
Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#30As 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.