![]() ![]() But that didn't happen in DX10, nor DX11, nor any of OpenGL iterations. IHVs engineers know very well that I've been crying for years (since multi-core CPUs started to become standard) to allow us to record GPU command buffers on separate thread. While it was apparent for years that the state machine system doesn't fit the hardware, we had to use it, because the only available APIs on PC forced it. As a wild guess explanation - RotTR is a game based on a console-centric engine that was written from the bottom up to fit what hardware does (having precompiled pipeline states and building command buffers), while Doom, Sam and TTP are adapted to work on DX9-DX11-OGL system with state machines. You'd need a game with DX12 and Vulkan in same game to be able to compare. QuoteComparing different APIs in different games. There's no relevant advantage of DX12, it would just add more code to maintain, while Vulkan adds Linux and Android compatibility.Īnswering a question about why Vulkan performance in some games isn't great right now: DX12 is functionally equivalent to Vulkan, and they both need more code changes on our side to achieve their full potential. QuoteIf we had DX12 it would still run about the same as Vulkan (i.e. ![]() On why they are going with Vulkan and not DirectX 12 ( source): They also stated that Serious Sam HD: The First Encounter should have the Fusion update with Linux & Vulkan in 'weeks' ( source). Continuing my love for Croteam, today it was pointed out on reddit that the Croteam developers have been talking quite a bit more about Vulkan on one of their Steam forums. ![]()
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