3 ms·
The reality is, in house tooling and engines do use multiple graphics api's, and that's perfectly fine. They are not slapdash implementations; professional grap
by mathnode 9y ago
The reality is, in house tooling and engines do use multiple graphics api's, and that's perfectly fine. They are not slapdash implementations; professional graphics rendering programmers know and use these API's (See the GPU Pro book series, and Real Time Rendering), it's their profession.
A commercially successful multi-platform game like skyrim, use at least 4 API's (DirectX, NVN, PSGL, and DirectX), but no OpenGL or Vulkan to be seen at all.
Anvil and Frostbite have no existing opengl driven software titles. And that's perfectly fine.
- shmerl 9y agoAnd using those 4 APIs isn't free, don't you think? It means a lot of resources are spent on supporting them, instead of fixing actual bugs or developing better features. I.e. they pay the tax. This applies to in-house or third party engines all the same. And it's not perfectly fine by far.
- mathnode 9y agoI agree it's not free. But will you make return on the effort/time/money invested? EDIT: Do you think debugging vulan/opengl is free? Software houses like valve have had to make their own tooling to debug and optimise for vulkan and opengl.
- shmerl 9y agoIt's not about some effort. It's about wasteful multiplication of that effort, caused by balkanized API landscape.