4 ms·
That's everyone's shtick, the CP portions of Gameworks are 100% standard DX API calls whilst AMD optimizations are "Radeon Shader Intrinsics" which are pre-com
by dogma1138 8y ago
That's everyone's shtick, the CP portions of Gameworks are 100% standard DX API calls whilst AMD optimizations are "Radeon Shader Intrinsics" which are pre-compiled binaries that bypass the compiler in the driver and cannot run on any other hardware at all.
"GPUOpen" is also heavily vendor locked much more so than Gameworks which is nearly 100% cross platform, in fact besides the SLI/VR stuff and RTX there isn't a single part of Gameworks which is proprietary.
- monocasa 8y agoI mean, yeah it's everyone's shtick, but it makes sense for the underdog to take a more standards based approach. And I'll throw out there that you can still tie code to a particular vendor while still using only the public API. I'd call AZDO a case of this.
- dogma1138 8y agoWhat standard based approach? "Shader Intrinsics" are non-standard by definition these are pre-compiled binaries that bypass the API, and only AMD uses them for graphics. And i know what you are talking about but both OpenGL and Vulkan support extensions but this isn't what we are really talking about.