The key word there is "eventually". See also Fafalada's comment on the length of "transitional periods".To be fair this is more of an explanation of why DX11/9 support will eventually be dropped by AAA console game devs rather than an explanation of why they would support Vulkan.
Is there any new mechanism that prevents nvidia, amd, google etc from introducing proprietary extensions? I.e. gameworks at api level.
From what I understand old OpenGL became inconsistent quasi hardware specific because of this (and possibly bad management of the core api that required those extensions to compete) and that's what killed it.
Not nearly as conveniently, no.
I don't know if you realize this, but the entire paradigm of how you interact with an API differs significantly between Vulkan/DX12 (and current console APIs) and DirectX11 (or worse 9). If you introduce a new feature which depends on (or is merely simpler to implement using) the Vulkan/DX12 paradigm, then also having to support it in your "legacy" branch for DX11/9 is a significant effort.
Conversely, with Vulkan you can have a single API and paradigm target a huge variety of devices -- crucially, all relevant versions of Windows, and not just the one MS wants to push at a given point in time.
PS4: GNM/GNMX
Xbox One: DX11/DX12
PC: DX11/DX12
PS4: GNM/GNMX
Xbox One: DX11/DX12
PC: Vulkan
Gemüsepizza;190011468 said:I don't know if you realize this, but the Xbox One is using DX11/DX12. So why would any AAA multiplatform developer use Vulkan for their games?
Code:PS4: GNM/GNMX Xbox One: DX11/DX12 PC: DX11/DX12
...less effort and resources needed than this:
Code:PS4: GNM/GNMX Xbox One: DX11/DX12 PC: Vulkan
And while DX12 is limited to Windows 10, this won't be really that much of a problem:
- Multiplatform AAA titles are targeted at a very specific kind of gamer on PC. The kind of gamer who is willing to invest in expensive hardware, and usually is willing to use the latest software.
- Windows 10 is free.
- It will take some time until we get DX12-only titles.
- Microsoft did this before with DirectX.
PS4: GNM/GNMX (+Vulkan?)
Xbox One: DX11/DX12
Windows 10: Vulkan/DX11/DX12/GL
Windows 7-8.1: Vulkan/DX11/GL
Linux/SteamOS: Vulkan/GL
Android: Vulkan/GL
Gemüsepizza;190011468 said:I don't know if you realize this, but the Xbox One is using DX11/DX12. So why would any AAA multiplatform developer use Vulkan for their games?
Code:PS4: GNM/GNMX Xbox One: DX11/DX12 PC: DX11/DX12
...less effort and resources needed than this:
Code:PS4: GNM/GNMX Xbox One: DX11/DX12 PC: Vulkan
Gemüsepizza;190012239 said:Tell me more about those games which need to run on:
PS4
Xbox One
Windows 7-8.1
Windows 10
Linux/SteamOS
Android
Not even Telltale games target all these platforms. And I am talking about AAA games.
Gemüsepizza;190011468 said:I have no idea why I'm still going with my argument
PS4: GNM/GNMX
Xbox One: DX12
PC: DX11/DX12
PS4: GNM/GNMX
Xbox One: DX12
PC: Vulkan
Gemüsepizza;190011468 said:I don't know if you realize this, but the Xbox One is using DX11/DX12. So why would any AAA multiplatform developer use Vulkan for their games?
Are you suggesting that writing the xbone version of the game produces both dx 12 and dx11 versions? Durante, the person you were responding to here, just tried to tell you that there is a significant difference between dx11 and 12. Are you understanding that part?
XCOM: Enemy Unknown is a current game , that is on all these platforms.
A better question is "why would any AAA multiplatform developer use Vulkan for their engine?" Because that way they can switch staff between projects with reduced time to adapt to a new development environment, or shorter: more productivity. The big boys love that![]()
OK, not really the same game, but same engine (Glacier 2) and most probably reused assets. Hitman Absolution / Hitman sniper.Gemüsepizza;190015896 said:Games. Plural. Also, this is a 2012 AA game. Devs are usually not interested in making games for all those platforms because it either makes no sense because of the genre of the game, or because there aren't enough people interested.
Gemüsepizza;190015896 said:The big boys also love good documentation and nice development tools. Which Microsoft does provide.
Gemüsepizza;190015896 said:Do you understand that there are currently no Xbox One games that use DirectX 12?
Gemüsepizza;190011468 said:I don't know if you realize this, but the Xbox One is using DX11/DX12. So why would any AAA multiplatform developer use Vulkan for their games?
Code:PS4: GNM/GNMX Xbox One: DX11/DX12 PC: DX11/DX12
...less effort and resources needed than this:
Code:PS4: GNM/GNMX Xbox One: DX11/DX12 PC: Vulkan
Gemüsepizza;190011468 said:Code:Xbox One: DX11/DX12 PC: DX11/DX12
nope, it currently retails for 100 € in my countryGemüsepizza;190011468 said:- Windows 10 is free.
Is Vulcan a offshoot of Mantle or did I dream that up?
Vulkan is the standardized version of Mantle
In a way sure. As far as I am aware, Mantle was used as a base for so they could get the ball rolling with Vulkan. Khronos have kept what they liked and built new stuff around it. Saying it is the standardised version of Mantle isn't quite accurate.
It seems every API call was basically a rename of the mantle_CallName to VK_CallName
Sure it was probably expanded, but Mantle was a huge driver of it.
What's weird is that people go out of their way to defend monopolist on PC platform.
And when good alternative is being developed with support from major players in the industry to fix this problem. Those people will try to bash it to death. What is it? Blind MS fanboyism?
Shouldn't we as gamers be happy about this?
AMD deserves a lot of praise. Mantle really got the ball rolling for new APIs.
I'm actually pretty sure that the majority of games will still stick with DX9-11 and/or OpenGL for the forseeable future. DX12 and Vulkan with their higher flexibility also make them quite a bit harder to work with. Smaller developers often haven't even gotten into using more advanced features than what DX9 offered.
I'm also pretty certain that we won't see a clear decission towards Vulkan (but possibly one against it). Some developers of course will root for Vulkan and Linux (they always have with OpenGL) but DX and Windows (as has been mentioned time and time again) have other components aside from graphics that are supported and are helpful.
And then there is of course quite a market of other gaming related peripherals that work on Windows and not on Linux - at least not with more advanced features (keyboards, mice, headsets, etc.) So even if graphics goes through Vulkan - it's not certain that it will help Linux in a big way.
What's weird is that people go out of their way to defend monopolist on PC platform.
And when good alternative is being developed with support from major players in the industry to fix this problem. Those people will try to bash it to death. What is it? Blind MS fanboyism?
Shouldn't we as gamers be happy about this?
Agree.Vulkan is extremely important for the industry as a whole, I really hope it gains traction.
Vulkan is extremely important for the industry as a whole, I really hope it gains traction.
Gemüsepizza;190012239 said:Tell me more about those games which need to run on:
PS4
Xbox One
Windows 7-8.1
Windows 10
Linux/SteamOS
Android
Not even Telltale games target all these platforms. And I am talking about AAA games. The only relevant platforms here are PS4, Xbox One and PC.
Vulkan will fully support extensions.
Extensions are in fact one of the most successful parts of the OpenGL model. The issues only arose due to the combination of extensions with an extremely slow-moving core, lacking validation, and neglect bordering on sabotage by OS vendors.
They left the group in favour of their own Metal API, and pretty much all references to their involvement in Vulkan are gone since Metal was announced for Mac, so most likely not
I dont see Vulkan growing support over DX12 in the AAA space. I figure Apple doesnt support it as Metal is their own thing. I actually can see them adopting Vulkan but it will probably be modified for their own ecosystem and wont be what the creators intended for. So that leaves Android, Linux and Windows. Android will adopt it but there was a rumor that google is looking to make their own custom chips like Apple does and i can imagine they will form their own api for its developers. Google really needs to get on android developers as right now its apps quality lags behind Apple. Linux will take what it can get and so will Linux gamers which is incredibly niche. I am thinking AAA developers will be happy using DX going forward for a long time.
Do you have a source for this actually? I know it's repeated a lot and I think it's true, but someone's asking for a source and I don't see where the latest membership of the group is. Or an article pointing to them leaving.
I wouldn't be so sure on that. If there is some console adoption of Vulkan as an option as well, which has been suggested, it makes a lot more sense to do so for multiplatform titles.
Just a comparison of the original Siggraph talk when it was OGLnext, and the GDC talk revealing Vulkan, both feature Apple as part of the supported platforms in the slides and talk; fast forward to the recent showings post-metal on OSX, all references have been removed and the talks do not mention apple at all. Same with the LunarG info
It is your understanding that is in question here and that is due to the following quote:
This part i particular
You don't seem to get that supporting a dx11 and dx12 version is two different tasks.
What's weird is that people go out of their way to defend monopolist on PC platform.
And when good alternative is being developed with support from major players in the industry to fix this problem. Those people will try to bash it to death. What is it? Blind MS fanboyism?
Shouldn't we as gamers be happy about this?
Unreal engine. Unity engine. Frostbite engine. Once the engine supports the API, the game developer builds for the engine and can decide which paths to use later - and with all platforms supporting Vulkan that is the most likely target for optimization and support.
Gemüsepizza;190110291 said:![]()
Even DICE likes DX12. Vulkan is not bad. But it's simply not needed in the AAA space when you have DX12, and it also doesn't help that it's too late. DX12 has been a reality for quite some time.
So Nintendo will adopt it for the NX. How many 3rd parties will adopt it then? Probably the same amount now. So that means that Sony would adopt it for PS5 maybe? Okay but MS will stick to DX12 for the next gen xbox and the PC. Even then Vulkan will probably be different from what the creators intended when Sony gets their hands on it anyway for their own ecosystem.
I was looking at Valves push for SteamOS/Linux being optimistic about it as there are Linux gamers out there. But the more i see it Valve was reacting to Windows 8 and what they saw in what could be Windows 9. It was, as another user stated above, an idealist move and not one grounded in any real value.
I think Vulkan will be good for platform holders but what platform holders choose to do with it could be very different from what they intend. Its Open Source dont forget.
Android will adopt it but there was a rumor that google is looking to make their own custom chips like Apple does and i can imagine they will form their own api for its developers.
Gemüsepizza;190111929 said:By supporting DX12 on PC, 2 of their main platforms will use the same API. There is no need to use another API for PC when it doesn't run better.
That's quite a bit of wishful thinking there. Vulkan is supported on Windows and Linux only right now. Consoles won't support it. Apple seems to be in no hurry to support it. So that leaves the only possible addition in form of Android and this doesn't really help much (Android is OpenGL only since it's beginning; didn't do anything to OpenGL on desktops, does it?).Unreal engine. Unity engine. Frostbite engine. Once the engine supports the API, the game developer builds for the engine and can decide which paths to use later - and with all platforms supporting Vulkan that is the most likely target for optimization and support.
Unfortunately supporting an API in the engine doesn't mean that every engine licensee will use the API as contrary to a popular believe such support actually require quite a bit of effort on part of the licensee as well as the engine provider. Most commercial engines will probably support Vulkan but that doesn't mean that we'll see a lot of games actually using Vulkan outside of SteamOS ports.And yes, Epic, Unity and DICE are all listed as Vulkan supporters and have already been developing and assisting with it. And ignoring mobile support, Source 2 is also free and primarily Vulkan going forward.
For the 18th time, market share. DX11's reach is about 9 times bigger than DX12's.
Gemüsepizza;190113756 said:The time on DX11 is already spent. They don't have to waste time on DX11.
Gemüsepizza;190113756 said:The time on DX11 is already spent. They don't have to waste time on DX11.
Oh yes. They just have to press the magical "Convert DX12 code to DX11" button.
I think at this point it will just be amusing to use this thread in a couple of years and see what has happened in that time. Subbed
Gemüsepizza;190114053 said:They won't do DX12 games and then convert them to DX11. They will do DX11 games and then convert them to DX12. Replacing DX11 with Vulkan is not an option because one is an established, mature API, and the other one is an API which specs only have been finalized, there aren't even drivers out there yet for god's sake.
It really will be.
Gemüsepizza;190113372 said:I already explained to you that they will support both DX11 and DX12 for the foreseeable future.
Gemüsepizza;190113372 said:You probably won't see DX12 only games in 2016. When this happens, Windows 10 will have a much bigger marketshare than today.
Gemüsepizza;190113372 said:Also, they don't care if you have Windows 7 and DX11 on your PC with integrated Intel graphics when they release Battlefield 6.