3 ms·
You're comparing apples and oranges. Your argument is that proprietary API's are better than Vulkan because there are less code paths, but if you go that way y
by skohan 7y ago
You're comparing apples and oranges. Your argument is that proprietary API's are better than Vulkan because there are less code paths, but if you go that way you need a completely separate code path for each top-level API.
I think you're vastly over-stating the complexity of handling this in Vulkan. For the ray-tracing example, realistically you have one branch for non-ray-tracing, and one more where you check for whatever RT extensions you need and do ray-tracing if you have them available. This is exactly the same complexity you would have with DX12.
DX12 Ultimate is a really poor counterpoint. No serious game developer is going to be content targeting only XBoxSX and PCs build for over $1200 in the last 18 months. Realistically, even if you only target MS platforms, you're probably even going to need a DX11 renderer, and the DX12 API is already quite different on XBox and PC, so that's already 3 code-paths minimum.