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

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21–30 of 76 posts

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

#21

Vulkan 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

#24

Vulkan 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.

Vulkan is a new API standard from the Kronos group meant to compliment opengl and opencl by offering lower level access and merging the graphics and compute APIs.

It was gifted to Kronos from AMD where it had been called mantle.

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

#25
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?

Metal, on the Apple platforms, is similar.

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

#26
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

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

#27
post #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.

Someone correct me if I am wrong, but I believe once you reach a certain karma point(s) you receive the down vote arrow. Maybe reporting posts goes along with that?

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

#28
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

I believe Vulcan is derived from amd and what us already availabke for ps4? Could be wrong though.

It's not derived from it, but it's derived from Mantle, which was inspired by the PS4's (and PS3 before it) low-level graphics APIs.

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

#29

Vulkan 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's an alternative to OpenGL for applications requiring all the performance they can get, not a replacement of it.

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

#30
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.

Except every id game is OpenGL, many of the first 3D Blizzard games, and the original source engine, all had OpenGL support.
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