Thunder 57
Diamond Member
- Aug 19, 2007
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My understanding was that Vulkan was a somewhat open standard, and a successor to OpenGL.
My understantading is that Vulkan is largely based on Mantle, but with some OpenGL being redone.
My understanding was that Vulkan was a somewhat open standard, and a successor to OpenGL.
So is DX12, both borrowed heavily from Mantle (which btw. was a joint venture of EA's DICE with AMD, not AMD alone) but only one of them is an open standard.Vulkan is AMD tech.
DirectX is more widely used for PC games, but it can be added to both.Vulkan would be preferable at this point.
Windows games, you mean.DirectX is more widely used for PC games, but it can be added to both.
Windows games, you mean.
As a PC user using Linux I naturally disagree completely.Which are >90% of PC games, so they are essentially the same thing.
As a PC user using Linux I naturally disagree completely.
The PC is hardware. The DirectX games run under Windows, so they are Windows games.Pretty sure Linux PC gamers are less than 2% of the population, and most Linux gaming is probably playing Windows games through emulation, so what exactly are you disagreeing with?
The PC is hardware. The DirectX games run under Windows, so they are Windows games.
Oh, you did add a statement that contradict that.Which doesn't contradict any of my statements.
They are not.so they are essentially the same thing.
Oh, you did add a statement that contradict that.
They are not.
Oh, you did add a statement that contradict that.
They are not.
Most PC games use directX, because most PC games target Windows, because well over 95% of gaming PCs run Windows.
The Steam Hardware Survey reports that as of July 2021, 1% of users are using some form of Linux as their platform's primary operating system.
Actually the largest game market is probably android / ios followed by consoles, and then windows.
But Heartbreaker is partially correct if we get rid of the first two.
However Vulkan again thanks to consoles would see the largest benefit.
What amazes me is how many people are using laptop 3060's to play games on steam.
I guess its from the pandemic times when GPU's in general were near impossible to source, and it was cheaper getting a laptop with a dgpu then a videocard by itself.
With DLSS support it's possible to get DLAA even if it's not officially supported (to include DLSS and not include DLAA is next level laziness...). Since in-game TAA solutions can be anything from garbage to passable, it would be nice to have that DLSS/DLAA option. Though, considering that TAA was rather good in Skyrim: SE, it's likely going to be decent in Starfield too.I agree. It could lead to developer laziness.
I was pretty clear I was talking about the PC games market, which automatically excludes the Mobile/Console markets.
AFIAK, Vulkan doesn't benefit from consoles. Last time I read about this Microsoft was DirectX only for Xbox, and Sony has was only GNM/GNMX APIs for PlayStation development. So again more benefit for DirectX.
Given that the PC market is mostly laptops now, I'm a little surprised the laptop chips are still lower than the desktop chips.
With DLSS support it's possible to get DLAA even if it's not officially supported (to include DLSS and not include DLAA is next level laziness...). Since in-game TAA solutions can be anything from garbage to passable, it would be nice to have that DLSS/DLAA option. Though, considering that TAA was rather good in Skyrim: SE, it's likely going to be decent in Starfield too.
AMD sure responded to Gameworks:FYI AMD wasn't saying much when Nvidia started their Geforce Partner Program either. Should we have ignored the press reports about their attempt to capture AIB premium branding?
arstechnica.com
However, by openly accepting this practice, we help normalize the idea that exclusive access to IQ features is fair game.
Yeah, ideally there would be a unified standard upscaler that also incorporates the vendor specific optimizations. Unfortunately only FSR is using a permissive license (essentially MIT style from what I see), XeSS' license doesn't allow modification (wth? why put it on github at all then?), and as for Nvidia...Personally I'd like to see a standard emerge or at least have NV open up DLSS to everyone so it can compete on even ground with FSR and XeSS. XeSS might even be the eventual winner.
Doom Eternal is on consoles. AFAIK it runs exclusivly on Vulkan. Maybe they did some magic tricks to make it work in another way?
And so is Metal, albeit with quite some higher level stuff, to simplify writing of Apps.So is DX12, both borrowed heavily from Mantle (which btw. was a joint venture of EA's DICE with AMD, not AMD alone) but only one of them is an open standard.
And the similarities between Mantle, Vulkan, DX12 and Metal are definitely a positive as those make all the translation layers between those APIs feasible and usable to begin with.And so is Metal
There's still plenty of differences between each API that don't make them quite interchangeable. Translation layers aren't trivial in implementations either ... (i.e. VKD3D-proton/dxil-spirv for D3D12/DXIL -> Vulkan/SPIR-V is well over 300K+ LoC)And the similarities between Mantle, Vulkan, DX12 and Metal are definitely a positive as those make all the translation layers between those APIs feasible and usable to begin with.
Still looks like a completely unnecessary fragmentation.
Now that Microsoft is almost cleared for the acquisition of Activision Blizzard, it's ultimately a matter of either life or death for DLSS at Microsoft's own hands since they have more POWER than everybody else to decide for the entire industry in this "upscaling tech race" ...
Did you just say proprietary ray tracing acceleration?!Of course by then there will be something new and probably even more stupid to fight over.
