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> For one, all shaders would need to be converted from HLSL to GLSL GLSL is just one option to write shaders for Vulkan (the only inmportant thing is that SPI
by wolfgke 10y ago
> For one, all shaders would need to be converted from HLSL to GLSL
GLSL is just one option to write shaders for Vulkan (the only inmportant thing is that SPIR-V code can be generated). I can even imagine quite well that one could write a compiler which generates SPIR-V code from HLSL shaders.
> Secondly as I understand it the Vulkan API is much more low level and barebones than DirectX, meaning it'll be a lot of work to shore up the differences.
DirectX 12 is similarly low level.
> I may be wrong here, but it seems to be like the developer is saying that a DirectX -> OpenGL change is no big deal
DirectX 11.x is similar in "level" to OpenGL 4.x (though the difficulties are a little different - I don't want to go into details here). Similarly DirectX 12 and Vulkan are similar in level (much more low level than their predecessors). No wonder since both Vulkan and DirectX 12 are "strongly inspired" by Mantle. Additionally Vulkan was intended as the succesor of OpenGL and DirectX 12 as the succesor of DirectX 11.x.
> surely just finishing the damn gameplay should be the focus?
That is what you wish. :-)
- FLUX-YOU 10y ago>That is what you wish. :-) Star Citizen definitely appears more like an ongoing crowd-funded video game research and graphics research project at times.
- jsheard 10y ago> I can even imagine quite well that one could write a compiler which generates SPIR-V code from HLSL shaders. Khronos are working on building this into the official SPIR-V compiler: https://github.com/KhronosGroup/glslang/issues/362 https://github.com/KhronosGroup/glslang/issues/362
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