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OpenGL has never ever been used on PS4, it has always been a custom API. Unless you're talking homebrew stuff. Vulkan was modeled after Mantle, AMD's own API t
by msk-lywenn 3y ago
OpenGL has never ever been used on PS4, it has always been a custom API. Unless you're talking homebrew stuff.
Vulkan was modeled after Mantle, AMD's own API that was basically what was available on consoles but less specific (ie. supporting more than a few custom GPUs). Direct3D 12 was modeled after consoles and Mantle, just like Vulkan. Same for Metal, that was made available in 2014, same year D3D12 was publicly announced.
https://en.wikipedia.org/wiki/Mantle_(API) https://en.wikipedia.org/wiki/Mantle_(API)
https://twitter.com/repi/status/446718535616585730 https://twitter.com/repi/status/446718535616585730
- reactordev 3y agoYeah for PS4 OpenGL worked but wasn’t their API, they have GNM. Yes but they all have a similar design around treating the GPU as a buffer store. You’re right about Mantle but that was the inspiration of many. They each took some concepts. I’m not an expert on driving decisions behind them. Just from my own experience. Vulkan is much more difficult and verbose than the others. This is one of the main hurtles to Vulkan.