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

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

#41
post #27
post #19

Earlier quoted context omitted.

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?

You don't unlock reporting comments with the downvote. Source: only have the downvote myself...

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

#42
post #39

Earlier quoted context omitted.

Because C doesn't have type-safe enums. edit: for the downvoters, I'd LOVE to be happily corrected with a link to documentation about C language support for a type safe enum.

It isn't type-safe in the sense you're used to in C++. But common pitfalls can be avoided if you don't destroy the type information by assigning through a vanilla integer. enum a { A }; enum b { B }; static enum a a = B; $ clang -Wenum-conversion -Werror a.c b.c:4:19: error: implicit conversion from enumeration type 'enum b' to different enumeration type 'enum a' [-Werror,-Wenum-conversion] static enum a a = B; ~ ^ 1…

The easy ability to assign it to a vanilla integer or cast it implicitly (through an arithmetic operator or comparison for example) is what I mean when I say they aren't typesafe. A warning is also a fair bit weaker than a flat out compile error, although I'll grant that compiling with -Werror (a really challenging thing for most companies) alleviates that.

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

#43
post #20
post #18

Earlier quoted context omitted.

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?

To be fair I've seen many game developers complain about the version of OpenGL that is included in Windows. Perhaps this had changed but I used to work with a few folks that did game developer on the side and it seemed to be a constant headache.

Though I'm sure there are ways around it, etc. I'm not very knowledgable on the subject but I'd certainly love to know more :)

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

#44
Whoa now that is cool! Are there any games out there that currently use this C++ API of Vulkan? Very curious to know if there are any major issues with using it versus the direct C API.

I'm not very knowledge regarding Vulkan so hopefully that isn't a stupid question but I want to brush up on my C++ skills and play with this!

Also how similar is Vulkan to SDL? I used to use SDL quite a bit back in the day and it was awesome but I'm assuming Vulkan is far more comprehensive?

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

#45
post #17

Earlier quoted context omitted.

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…

You didn't answer the question. DX12 has less market than Vulkan, and will always be limited to MS systems. It's not available on PS or iOS and such. So bringing them as a reason to use DX12 instead of Vulkan was pointless.

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

#47
post #16

Earlier quoted context omitted.

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.

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

They will eventually, when they'll get fed up with MS lock-in stupidity. In order for it to happen, competing market should put more pressure on MS. MS drops lock-in only from fear of competition. And it will eventually happen - there is no need for reinventing the wheel.

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

#48
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.

I think the pain point of DX12 is it's incompatibility with Windows 7 (and 8). However, Windows 10 is getting a lot of traction and has surpassed Windows 7 in gamers market share (see http://store.steampowered.com/hwsurvey/directx/).

With that in mind, if you are working on a AAA game that will come out in a couple of years, your target platforms will most likely be PS4, Xbox One and Windows 10. With those three, Vulkan doesn't make sense; DX12 will be used on Windows and Xbox One, and PS4 has its own proprietary API. Why complicate things with another API if you can use (almost) the same implementation for Xbox One and Windows 10?

If Windows 7 proves itself to be still somewhat popular amongs gamers, then Vulkan might be used to port games to this platform, since it's similar to DX12 so it will be way easier than a DX11 port.

However, right now, if game developers wants to use the latest API, Vulkan is a good choice since you will still be able to target Windows 7. If a lot of big games are released with Vulkan within 2 years, then it might slow down Windows 10's adoption and the market share of Vulkan systems (Windows Vista and up) will stay greater than the DX12 one (Windows 10) for longer. But for how many years? At one point, Windows 10 (or whatever's after) will dominate and the backward compatibility of Vulkan will stop being a useful marketing point.

So I'm not sure why you say there's no reason to use DX12. There's many. There's also a lot of good reasons to choose Vulkan that I didn't talk about here. I just don't see how Vulkan can dominates the Windows market, much like OpenGL.

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

#49
post #45
post #17

Earlier quoted context omitted.

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…

You didn't answer the question. DX12 has less market than Vulkan, and will always be limited to MS systems. It's not available on PS or iOS and such. So bringing them as a reason to use DX12 instead of Vulkan was pointless.

That is not what Steam hardware survey says, given the amount of Windows 10 installations plus XBox.
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