Jump to content

  • Log In with Google      Sign In   
  • Create Account

Ed Welch

Member Since 08 Jun 2009
Offline Last Active Yesterday, 03:35 PM

Posts I've Made

In Topic: Vulkan is Next-Gen OpenGL

18 March 2016 - 02:20 PM

I was wondering how many AAA games would be using Vulkan. I heard that the Frostbite engine Mantle render would be converted to Vulkan, but it would only be used on platforms that don't support DirectX 12.


In Topic: Vulkan is Next-Gen OpenGL

17 February 2016 - 12:46 PM

 

I've just being wondering. would it be possible for some one to make the Vulkan drivers work on OSX? Obviously, Apple would never condon that, but is it not possible to hack the system in some way to get a driver working on OSX?

https://moltengl.com/metalvk/

 

I thought that Metal didn't have half the features that Vulkan did. How are they going to emulate the missing features?


In Topic: Vulkan is Next-Gen OpenGL

16 February 2016 - 05:20 PM

I've just being wondering. would it be possible for some one to make the Vulkan drivers work on OSX? Obviously, Apple would never condon that, but is it not possible to hack the system in some way to get a driver working on OSX?


In Topic: Vulkan is Next-Gen OpenGL

17 December 2015 - 01:15 PM

 

My hope with StatCounter was that they might be (but maybe that's wrong) less biased insofar as pretty much everybody uses the web, and they'll inevitably catch most people with their beacons. Unlike Steam, which is a kind of specialized subset.


It can however be argued that Vulkan also targets a specialized subset, and that the intersection of Vulkan's target subset and Steam's target subset is quite significant.

 

The point is: "Windows XP PCs in China" is frequently raised as an objection to using a newer API, but are any of those XP PCs even in the target audience for your work to begin with?

 

Why not have both? If a developer uses Vulkan he can both use the latest API and target all PCs (including the Chinese XP users)


In Topic: Vulkan is Next-Gen OpenGL

05 December 2015 - 01:13 PM

 

If anything, it's a Mantle port that's used the time to add extra capabilities and smooth out some cross-platform issues.
The Mantle docs are public now (IIRC?) if you want a preview of the API.

 

I got the impression that the main difference from Mantel were modifications so that it'd work well for tile-based GPU's.


PARTNERS