On 14/04/2018 at 6:12 PM, Kundelstein said:
Consoles nowadays use OpenGL or their own gfx pipelines (except XBox of course)
Nintendo Switch is the only console that uses mainstream graphics APIs (GL/Vulkan supported). Every other console uses/used a custom API.
PS4 has GNM, which is lower level than Vulkan, plus a wrapper around that called GNMX which makes it look a little closer to a D3D11 style API, and then a semi-unofficial wrapper around that to make it look like a GLES style API. Those wrappers are only recommended to get started, with the recommendation to eventually port to raw GNM.
Xbone has D3D11.x and D3D12.x which are very similar to their PC counterparts, while also being very different in some key areas.
PS3 had GCM, Xb360 had D3D9.x (again, very different to PC), Wii had GX. Everything earlier than that was even more fragmented as the concept of a GPU hadn't solidified yet... An indie dev who shall remain unnamed started a rumour that GL was the fastest API on PC and that it was used by the PS3 years ago, and for some reason many people still regurgitate this as fact...
If you're making a cross platform game, you've always needed to have multiple graphics API back-ends. Even if "cross platform" just means Win/Linux/Mac to you and you believe in "OpenGL everywhere" - that's at least 7 different OpenGL implementations that you need to test your code against and almost certainly make code tweaks/fixes for (every manufacturer implements the entirety of GL from scratch, with differing core behaviour, extension support, performance characteristics and shader-code parsing abilities). It's quite likely cheaper to use D3D and Metal rather than doing the extra GL QA work on your Windows/Mac ports!
On 19/02/2018 at 5:29 AM, Fleshbits said:
There is no more SDK, there is evidently a DX Toolkit,
The SDK was rolled into the Windows Platform SDK. The toolkit is the equivalent of the old D3DX library - very useful utilities that most apps will need, but aren't "core" enough to be part of the D3D API itself.
"Practical rendering and computation with direct3d 11" is my go-to reference for D3D11