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>They use very different generations of CPU, and GPU. So shader libraries will be different for the most part. Can you expound on this? Why do the shader libra
by fngjdflmdflg 2y ago
>They use very different generations of CPU, and GPU. So shader libraries will be different for the most part.
Can you expound on this? Why do the shader libraries change due to new hardware? I get that the compiled shaders would change, but why would the libraries themselves change? The other points I understand.
>I’m surprised that conversation was remembered
I remembered the conversation because I spent some time trying to prove I was right about gamedevs using raw vulkan/directx (they seemingly do not, I was wrong) and then learning more about graphics APIs in general. I realized you were the the one I had had that conversation with because when I searched hn.algolia for Gnm earlier to answer my question elsewhere in this thread your name kept popping up, making roughly the same arguments from that thread I responded to you in.
- dagmx 2y agoAh I’m glad it ended up being fruitful then. To your question, consider that console games ship precompiled shader libraries that target the known GPU of that console. This prevents shader compile hitches etc. So the PS5 is effectively a superset of the PS4, with a significant new set of capabilities. There’s no opportunity to take an intermediate language like Proton etc does to transpile it first.