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It's because no-one would both to write such a talk. Game developers have already tuned their engines for the PS4 and Xbox 1 separately, and in both cases appl
by CJefferson 10y ago
It's because no-one would both to write such a talk.
Game developers have already tuned their engines for the PS4 and Xbox 1 separately, and in both cases apply substantial specializations, designed to take maximum advantage of exactly the chips, the number of shaders, etc. available.
Any cross-platform library has to make some simplifying assumptions, which will produce a small loss of performance. Now, that's an easy trade-off to make if you are developing for PCs, there are thousands of common CPU/memory/GPU triples you might come across, you obviously aren't going to optimise for each individually. On consoles you do.
There have been a number of consoles that supports OpenGL. No-one ever used it, because the performance wasn't good enough.
- shmerl 10y ago> There have been a number of consoles that supports OpenGL. No-one ever used it, because the performance wasn't good enough. That's why there is Vulkan. OpenGL doesn't offer enough control to address such cases and isn't even designed to be parallelized.
- wolfgke 10y ago> That's why there is Vulkan. OpenGL doesn't offer enough control to address such cases and isn't even designed to be parallelized. That's why there is libGCM (PS4) and NVN (Nintendo Switch; cf. http://www.neogaf.com/forum/showthread.php?t=1297662 http://www.neogaf.com/forum/showthread.php?t=1297662). Vulkan doesn't offer enough control to address such cases and isn't even designed to take full-advantage of the hardware that is available in the concoles.
- shmerl 10y agoNVN exists for different reasons. It's higher level than Vulkan. As much as Vulkan is flexible, it's also pretty low level in general.