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Confirmed: Vulkan Is The Next-Gen Graphics API

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  • #41
    Originally posted by log0 View Post
    I have to disagree. A compact, clean low-level API can be easier to deal with than a convoluted high-level monstrosity.

    The deciding factor for Vulkan adaption will be hardware support and drivers imho.
    I think not; ease of coding trumps all else. That's why DX displaced OGL on Windows, and why people have been complaining about OGL for over a decade now. Everyone will support the spec, and put out working drivers, but you see the good that did OGL. If the API stinks, it won't be used, simple as that.

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    • #42
      Have any of you guys seen vulkan-tutorial.com? It shows a working Vulkan debugger, while tracing Dota 2, which also means the is at least one existing game out there with a Vulkan renderer.

      The page also states that Vulkan will be compatible with any hardware that runs OpenGL 3.1 . Since OpenGL 3.1 is a subset of OpenGL 4.3, this would mean it can run on AMD's HD 5000 series, Nvidia's GeForce 400 series or Intel's HD 4600 or newer. If all those devices would receive updates for support, this would give an amazing boost to Vulkan adoption.

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      • #43
        Originally posted by clementl View Post
        Have any of you guys seen vulkan-tutorial.com? It shows a working Vulkan debugger, while tracing Dota 2, which also means the is at least one existing game out there with a Vulkan renderer.

        The page also states that Vulkan will be compatible with any hardware that runs OpenGL 3.1 . Since OpenGL 3.1 is a subset of OpenGL 4.3, this would mean it can run on AMD's HD 5000 series, Nvidia's GeForce 400 series or Intel's HD 4600 or newer. If all those devices would receive updates for support, this would give an amazing boost to Vulkan adoption.
        Actually, the page says OpenGL ES 3.1. OpenGL ES 3.1 is a subset of OpenGL 4.5.

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        • #44
          Originally posted by MaxToTheMax View Post
          Actually, the page says OpenGL ES 3.1. OpenGL ES 3.1 is a subset of OpenGL 4.5.
          I meant OpenGL ES. AnandTech says it's a subset of OpenGL 4.3, while Tom Olson from ARM says it's a subset of OpenGL 4.4.

          Statement from https://www.opengl.org/registry/spec...patibility.txt:

          "OpenGL ES is a ... well-defined subsets of OpenGL. OpenGL ES version
          1.1 implements a subset of the OpenGL 1.5 fixed-function API, OpenGL
          ES 2.0 implements a subset of the OpenGL 2.0 shader-based API, OpenGL
          ES 3.0 implements a subset of OpenGL 3.3, and OpenGL ES 3.1 implements
          a subset of OpenGL 4.3. OpenGL ES versions also include ..."
          Last edited by clementl; 03 March 2015, 08:36 PM.

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          • #45
            Originally posted by clementl View Post
            I meant OpenGL ES. AnandTech says it's a subset of OpenGL 4.3, while Tom Olson from ARM says it's a subset of OpenGL 4.4.

            Statement from https://www.opengl.org/registry/spec...patibility.txt:

            "OpenGL ES is a ... well-defined subsets of OpenGL. OpenGL ES version
            1.1 implements a subset of the OpenGL 1.5 fixed-function API, OpenGL
            ES 2.0 implements a subset of the OpenGL 2.0 shader-based API, OpenGL
            ES 3.0 implements a subset of OpenGL 3.3, and OpenGL ES 3.1 implements
            a subset of OpenGL 4.3. OpenGL ES versions also include ..."
            There is no hardware difference between 4.3, 4.4 or 4.5. 4.3 is where a big step (compute shaders) happened, everything minor version after that is just driver sugar like DSA.

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            • #46
              Originally posted by Ancurio View Post
              There is no hardware difference between 4.3, 4.4 or 4.5. 4.3 is where a big step (compute shaders) happened, everything minor version after that is just driver sugar like DSA.
              Or from another point of view non-DSA was the sugar and DSA finally desugarizes the API to work sanely

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              • #47
                Originally posted by Ancurio View Post
                There is no hardware difference between 4.3, 4.4 or 4.5. 4.3 is where a big step (compute shaders) happened, everything minor version after that is just driver sugar like DSA.
                Which means my first assuption is probably right: any hardware supporting OpenGL 4.3, has the ability to support Vulkan too.

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