6 ms·
If Vulkan was "much lower-level" than DX12, then DX12 performance wouldn't even be in the same ballpark as Vulkan performance. Both Vulkan and DX12 were made mo
by mtgx 10y ago
If Vulkan was "much lower-level" than DX12, then DX12 performance wouldn't even be in the same ballpark as Vulkan performance. Both Vulkan and DX12 were made more "lower-level" to gain that extra CPU and multi-core efficiency. I think Vulkan still beats DX12 in performance, if all else is equal, but I don't think the difference is huge.
DX12 is not DX11+1. It's a clone of AMD's Mantle, which was eventually given to Khronos, so they make it into Vulkan. The main advantage of Vulkan is that it runs almost everywhere. DirectX 12 doesn't.
- wolfgke 10y ago> The main advantage of Vulkan is that it runs almost everywhere. DirectX 12 doesn't. DirectX 12 runs on XBox One, while Vulkan does not: > http://www.redgamingtech.com/directx-12-for-xbox-one-is-here-star-wars-battlefront-first-dx12-x1-title/ http://www.redgamingtech.com/directx-12-for-xbox-one-is-here... And for OSX/iOS, you have to use OpenGL or Metal.
- ekianjo 10y agoand Vulkan does not run on windows uwp apps, which MS is strongly pushing forward.
- yulaow 10y agoand everyone else ignoring
- mixedCase 10y ago> DirectX 12 runs on XBox One, while Vulkan does not: And the Switch uses Vulkan; while Vulkan on top of Windows (including 7 and 8/8.1) supports Linux and Android. For iOS and macOS there's MoltenVK, but I can't speak for its quality.
- pjmlp 10y agoWhile the Switch supports Vulkan, it isn't the main graphics API, that role belongs to NVN. https://blogs.nvidia.com/blog/2016/10/20/nintendo-switch/ https://blogs.nvidia.com/blog/2016/10/20/nintendo-switch/ So it remains to be seen which one gets the love of game developers.
- kbenson 10y ago> So it remains to be seen which one gets the love of game developers. That's actually a fairly interesting question, given the percentage of games that come out for Nintendo platforms which are exclusive to that platform (or at least to the Nintendo family of platforms). There are all the first party titles, and then there are all the esoteric games which don't really fit the control schemes of the other platforms (but the switch is less unique in this aspect). I imagine games targeted purely at Nintendo platforms might use their proprietary API, especially first party games, which might get the API changed based on their needs.
- pjmlp 10y ago> The main advantage of Vulkan is that it runs almost everywhere. It doesn't run on Sony PS4, Nintendo Wii U, XBox ONE, UWP, OS X, iOS, tvOS. Even on Android it is going to take a while until most people exchange their handsets for ones having it, because the majority will never get an upgrade for Android 7.
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- shmerl 10y agoLock-in freaks will crumble gradually. The times of balkanized graphics will be in the past, same way as happened with the Web. And the slogan of "industry does it that way" is irrelevant. Luckily the industry is now changing for the better. Expect further change.
- Asooka 10y agoIf you're comfortable coding to something as low-level as Vulkan, it shouldn't be hard to use whatever API the PS4 or XBox has. You'll want to customize for the hardware regardless, since it's a bit underpowered compared to PC, so the only difference will be your API functions don't begin with vk_
- shmerl 10y agoComfortable doesn't mean you always have time and resources to do it for N target APIs which are completely incompatible. Game studios clearly benefit from avoiding reinventing the wheel and duplicating their work. That's the whole point of lock-in proponents. They want to tax developers, to make cross platform development more expensive, forcing at least part of them to limit their release targets. That's a dirty anti-competitive tactic.
- overcast 10y ago