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

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51–60 of 76 posts

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

#52
post #32
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…

Vulkan market is MUCH bigger than DX12 market right now, no matter how you put it. It's like at least 3-4x bigger. Just think how much more popular Windows 7 is compared to DX12. Xbox One is nothing in comparison.

Have you checked Steam hardware survey lately?

Windows 10 users are already 45%, with around 41% having DX 12 GPUs + plus around 20 million Xbox One units.

As for market size of Vulkan, some S7 and NVidia shield as part of 10% Android 6, 0% on Android 7 until it reaches stable and of course those other 55% users that might have a Vulkan compatible card.

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

#53
post #47
post #16

Earlier quoted context omitted.

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.

People in the industry call that support and productivity thanks to proper tooling instead of leaving each one alone to scatter around for half baked FOSS libraries, but I don't expect activists without experience in the big boys league to understand it.

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

#54
post #53
post #47

Earlier quoted context omitted.

> 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.

People in the industry call that support and productivity thanks to proper tooling instead of leaving each one alone to scatter around for half baked FOSS libraries, but I don't expect activists without experience in the big boys league to understand it.

> People in the industry call that support and productivity

People call that MS tax, since it makes their development more costly. Whether it's developers who work on their own engines, or engine developers who provide their engines for others, this cost is passed to the end user in the form of more bugs, slower development and so on. No sane developer appreciates lock-in. But currently they have no choice.

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

#55
post #25

Earlier quoted context omitted.

And there is DX12 support for those?

Metal, on the Apple platforms, is similar.

More similar to DX12 than it is to Vulkan?

Because all three are APIs which try to provide a lot more control over the GPU to game developers. And I wouldn't know of any other similarities that DX12 and Metal share...

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

#56
post #49
post #45

Earlier quoted context omitted.

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.

Which are MS systems. So again, no point to bring Apple and Sony as examples of why DX12 is preferable. It's useless there.

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

#57
The new Vulkan C++ API from Khronos is based on vkcpp. Here's examples for vkcpp to give an idea how code with the C++ API looks like:

https://github.com/jherico/Vulkan

Here's a basic tutorial with comments for the Vulkan C API. Vulkan is a very low level API, so there's a lot of code. It should be straightforward to port the C tutorial to use the C++ API.

http://av.dfki.de/~jhenriques/development.html

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

#58
post #54
post #53

Earlier quoted context omitted.

People in the industry call that support and productivity thanks to proper tooling instead of leaving each one alone to scatter around for half baked FOSS libraries, but I don't expect activists without experience in the big boys league to understand it.

> People in the industry call that support and productivity People call that MS tax, since it makes their development more costly. Whether it's developers who work on their own engines, or engine developers who provide their engines for others, this cost is passed to the end user in the form of more bugs, slower development and so on. No sane developer appreciates lock-in. But currently they have no choice.

What people? Indies and FOSS activists that probably still write M$ to this day and believe that Sony and Nintendo or even Sega in its former days are any different.

I really bet none of those ever walked the floors of GDC.

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

#59
post #58
post #54

Earlier quoted context omitted.

> People in the industry call that support and productivity People call that MS tax, since it makes their development more costly. Whether it's developers who work on their own engines, or engine developers who provide their engines for others, this cost is passed to the end user in the form of more bugs, slower development and so on. No sane developer appreciates lock-in. But currently they have no choice.

What people? Indies and FOSS activists that probably still write M$ to this day and believe that Sony and Nintendo or even Sega in its former days are any different. I really bet none of those ever walked the floors of GDC.

> What people?

Anyone who thinks and cares about progress and doesn't drink Koolaid served by MS and Co. Surely not lock-in freaks, who frame their tax on the industry as something positive.

> I really bet none of those ever walked the floors of GDC.

You sound like GDC is owned by MS, or it's ought to be. Are you paid by them? Either way, it's a very poor way to measure opinions or their value. Find something better.

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

#60

The new Vulkan C++ API from Khronos is based on vkcpp. Here's examples for vkcpp to give an idea how code with the C++ API looks like: https://github.com/jherico/Vulkan Here's a basic tutorial with comments for the Vulkan C API. Vulkan is a very low level API, so there's a lot of code. It should be straightforward to port the C tutorial to use the C++ API. http://av.dfki.de/~jhenriques/development.html

Do also look at the recently released http://vulkan-tutorial.com.
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