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As ever, our problem going forward is sustainability. Compat layers are forever playing catch-up, and it's hard to take a platform seriously when it does things
by oliwarner 8y ago
As ever, our problem going forward is sustainability. Compat layers are forever playing catch-up, and it's hard to take a platform seriously when it does things worse.
I'm rather disappointed in the industry's reluctance to engage with Vulkan. DX12 certainly hasn't been a runaway success either, with many devs sticking on DX11, but it seems more inevitable.
Maybe Sony can shift the balance, following Nintendo's lead by finally picking an open API (no they didn't support OpenGL on the PS3, it was a proprietary subset)... But I'd never put money on it happening.
- pjmlp 8y agoIt is easy to understand. Vulkan is stuck on C API levels, requires an expertise level that many devs aren't willing to deep dive into, it is an extension fest, with Android and GNU/Linux being the major deployment targets. On Android it is actually an optional API since version 7, so an OEM can even release an Android 9 device without Vulkan support if they so wish and the version fragmentation is all over the board. https://vulkan.gpuinfo.org/vulkansupport.php#android_devices https://vulkan.gpuinfo.org/vulkansupport.php#android_devices Nintendo also has their own API, NVN.