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> The middleware developers were also in the room at the time, the Unity and Epic and Valve guys. They were beaming as the Khronos guy explained this. Their liv
by flohofwoe 4y ago
> The middleware developers were also in the room at the time, the Unity and Epic and Valve guys. They were beaming as the Khronos guy explained this. Their lives were about to get much, much easier.
Lol, I wonder what their opinion is now 8 years later (at least those who haven't been burned out by Vulkan).
- Netcob 4y agoOne place I worked at had a guy who proudly wore a "Vulkan - Industry Forged" T-Shirt every day. I'll just assume he had 5-7 identical ones.
- DonHopkins 4y agoI had a great tie-dyed Microsoft DirectX t-shirt that a dude in the Microsoft booth at CGDC gave me in 1996. I loved wearing it to Linux and Mac trade shows, because it would make people's heads explode.
- pjmlp 4y agoIn similar vein, there is a certain irony attending FOSS conferences, where the presenters keep showing off their Windows and macOS laptops.
- shadowgovt 4y agoI did game engine development in the late aughts. It was embarrassing how good DirectX was relative to OpenGL at the time. Not merely for reasons of the API being newer: the mechanism for discovering the capabilities of a graphics card in OpenGL was actively hamstrung by a total lack of incentives for vendors to not just lie to the API about capabilities (such as declaring such-and-such shader feature was supported when in reality it was computed in software on the CPU and if you enabled it you got seconds-per-frame performance). In contrast, the DirectX logo was revocable; if a company put together a card that sucked, Microsoft could just decertify it (or refrain from certifying it). There's a reason so many cross-platform games of the era had some kind of demo or animation that'd run near the beginning; it was secretly the way to test card capabilities and figure out whether the hardware could do what it said it could.