3DVagabond
Lifer
- Aug 10, 2009
- 11,951
- 204
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He is basing it on low level versus high level principles and experience with DX and OpenGL. If he's worked on consoles, then he may have good examples of how low level stuff is done.
The general idea is DX is high level, and as a result, does a lot more for the developer per command. It handles more of the memory management behind the scenes than you'd get from low level programming. These functions have been fine tuned over the years and are generally pretty solid, with known problems.
With lower level coding, the developer must control a lot more, including a lot of the memory management. With more control, it is more likely the developer will make mistakes. There is just more that can go wrong.
You said the same thing I did except you come to the conclusion it's going to create more problems because the devs are in control. You, can see it that way. I see it as less chefs in the kitchen to cause problems. When there is a problem it's the game. It's not DX, it's not Mantle, it's the game. The dev doesn't have a black box to code through and can more easily debug it and fix it.