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1. bsder+(OP)[view] [source] 2023-03-05 20:50:59
> And with it turned everyone into a device driver developer

Which is what graphics developers wanted.

The problems with OpenGL and DirectX 11 were that you had to fight the device drivers to find the "happy path" that would allow you the maximum performance. And you had zero hope of doing solid concurrency.

Vulkan and DirectX 12 directly expose the happy path and are incresingly exposing the vector units. If you want higher level, you use an engine.

For game developers, this is a much better world. The big problem is that if you happen to be an application developer, this new world sucks. There is nowhere near the amount of money sloshing around to produce a decent "application engine" like there are "game engines".

replies(1): >>astran+If1
2. astran+If1[view] [source] 2023-03-06 08:11:48
>>bsder+(OP)
Hmm, "vector units" isn't the right term because GPUs usually don't use those. It's better to write your shaders in terms of scalars.
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