Earlier quoted context omitted.
I imagine it's far from the best-earning, though. It's a one-time purchase.
Skins, media packs, servers, hosted realms, upsales through all consoles, multiple copies for multiplayer with/between your kids… also a mass revolving shit tumbler of account stuff on the backend that invalidated lots of old accounts… I bought during the beta for a lifetime of goodies, had to buy it again after the buyout, then again after an update to MS accounts wasn’t acted on, and then for the Switch. I’ve bough…
Minecraft Java is switching from OpenGL to Vulkan
71–80 of 177 posts
Re: Minecraft Java is switching from OpenGL to Vulkan
#72Re: Minecraft Java is switching from OpenGL to Vulkan
#73I hope this reduces the CPU overhead a bit on the main thread with some time. Quite a few games that ported from DX11 to 12 and openGL to Vulkan didn't just gain performance from the API swap it required taking advantage of the new higher parallel draw call capabilities. # The main thread is often the limiting factor in minecraft. Minecraft just can't go as fast as the GPU could render the scene and even with quite a…
Re: Minecraft Java is switching from OpenGL to Vulkan
#74Damn, this will break Minecraft on my original machine, an Acer C720 Chromebook modded to run Linux. The Intel HD4400 iGPU doesn’t support Vulcan! I always appreciated that MC would run on virtually any hardware, especially as a kid without access to anything nice.
Re: Minecraft Java is switching from OpenGL to Vulkan
#75Earlier quoted context omitted.
I’m not even a neophyte here but why don’t precompiled shaders solve that?
Depends what you're precompiling. For Vulkan you already ship "pre-compiled" shaders in SPIR-V form. The SPIR-V needs to be compiled to GPU ISA before it can run. You can't, in general, pre-compile the SPIR-V to GPU ISA because you don't know the target device you're running on until the app launches. You would have to precompile ISA for every GPU you ever plan to run on, for every platform, for every driver version…
Re: Minecraft Java is switching from OpenGL to Vulkan
#76Earlier quoted context omitted.
Skins, media packs, servers, hosted realms, upsales through all consoles, multiple copies for multiplayer with/between your kids… also a mass revolving shit tumbler of account stuff on the backend that invalidated lots of old accounts… I bought during the beta for a lifetime of goodies, had to buy it again after the buyout, then again after an update to MS accounts wasn’t acted on, and then for the Switch. I’ve bough…
all of that except realms is bedrock edition, not the java one. I'm honestly pleasantly surprised they haven't killed the java version
Until it's possible to convert your world to Bedrock and not have anything in your 'finished' world break, except maybe some giant Redstone machine or one or two known annoyanced, I doubt they'd do it. Mojang presumably still has some autonomy within Microsoft so long as the money keeps coming in, and Mojang presumably knows that pushing this too early is a bad idea. But Microsoft being Microslop, who knows, maybe they'll just do it anyway.
Re: Minecraft Java is switching from OpenGL to Vulkan
#77Re: Minecraft Java is switching from OpenGL to Vulkan
#78Re: Minecraft Java is switching from OpenGL to Vulkan
#79Why are they even maintaining two versions of the same game?
Re: Minecraft Java is switching from OpenGL to Vulkan
#80Why are they even maintaining two versions of the same game?
Bedrock is more performant and more portable across platforms (e.g. on consoles where you couldn't mod anyways).