3 ms·
Same here. While I do see a place for previous-gen graphics engines out there for the nearest time being, the provided justification does not sound too convinci
by kvark 9y ago
Same here. While I do see a place for previous-gen graphics engines out there for the nearest time being, the provided justification does not sound too convincing.
Vulkan/DX12/Metal make more sense in many ways, not just to draw thousands of different objects. For one, they allow explicit control on the memory transfers and synchronization, which leads to less performance hitches and and spikes, more predictable and stable framerate.
- planteen 9y agoWhat's not convincing about their argument about Vulkan not being supported on mobile? In my experience with embedded systems, that is true. They even discuss working with OGLES2 where OGLES3 is unavailable. Even within OGLES3, I have seen a mix of 3.0, 3.1, and very rarely 3.2 support. "Added to that fact, Vulkan still has years to go until it's properly supported in most desktop and mobile platforms, which makes it unattractive to implement for us (as it means considerably more effort to write, debug and maintain). As for DirectX12, it's only relevant for Windows/UWP, so there is no strong incentive for us to support it as a cross-platform engine."
- kvark 9y agoSure, it's not that much available on mobile, but where it is - the benefits of a next-gen API are greater than on desktop (since you have more weaker CPU cores and stricter latency requirements). I'm not arguing to drop OGLES, not at all. DirectX12 is also relevant on XB1, where you get not many other alternatives. Would be nice to see Godot titles running on consoles, eventually.