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I’m sorry but this post reads like someone dyed a little too in the wool on Linux and hasn’t worked in the video game industry. Except for indies, PS5 and swit
by dagmx 3y ago
I’m sorry but this post reads like someone dyed a little too in the wool on Linux and hasn’t worked in the video game industry.
Except for indies, PS5 and switch get a ton of high profile games. Very few companies have issues porting over and most will have their engines able to target multiple platforms.
Very few people use Vulkan on the switch. It, like the PS5, has its own graphics api.
Very few games ,outside of the few indies that make their own engines, target DirectX or a specific APi. They use an intermediary HGI that abstracts over various backends so that they can target the wide range of console behaviour that exists from APIs to console specific features.
Thinking about PS5 development from the perspective of DXVK or SPIR-V is the wrong way to think about it. Higher level abstractions coupled with low level backends make it easy for any well architected engine.
Like the sibling comment says, please spend some time perusing the GDC vault or among professional game devs. Your world view on the matter is not representative of the those communities. It is more representative of the external view common within the Linux gaming community that holds Vulkan on a pedestal