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Originally posted by johnc View Post
I didn't realize Star Citizen was going Vulkan. That's good to know.
Otherwise, about a year ago all the devs out there were talking about DX12.
Currently, they are talking about supporting both, with the order in which support is added still up in the air. I suspect it may start with DX12 because it should be a little easier to port to - they can keep their HLSL shaders, some familiar DX stuff, etc. - and then add Vulkan support afterwards. But I'm not 100% sure of that - they may decide to just dive into Vulkan and skip DX12 entirely, since they definitely want to support it for Linux and Windows 7.
Actually, they just discussed this a bit and said they were starting out by throwing away all the DX9 support in CryEngine. They said the whole engine was basically designed around DX9 and that DX11 had just kind of been bolted on top, and that once they got rid of that baggage they'd be able to start doing a lot of prep work/threading in DX11 to help prepare for DX12 and Vulkan.
Ashes of the Singularity is another game that is working on Vulkan support. I think it's considered AAA, right? I actually don't know a lot about it, except that it was the DX12 launch benchmark title.Last edited by smitty3268; 09 April 2016, 10:57 PM.
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MS no longer has an iron grip on the gaming market anymore. XB1 is losing to PS4 and PC, and Windows isn't as strong against Mac, Linux, and tablet OSes (not just for games but in general). Considering how many platforms are readily available in every household, DX12 is not a good option for developers to focus on. One of the reasons Vulkan was made instead of OGL5 is to help make it easier for developers to adopt, so really, what do developers gain by going for DX12?
Anyway, it's great to see the open source drivers are holding up so well. This seems very promising for the future.Last edited by schmidtbag; 09 April 2016, 11:11 PM.
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Originally posted by justmy2cents View Post
this is only valid for those who write their own engines. when you use bigger engine, API support comes by it self since you target engine api that abstracts renderers under the hood. and there is a fact that with how cheap engines are now, it is total waste of money to write your own.
1. Your game is demanding enough to require a dedicated engine
2. Your in-house devs are actually unable to make a dedicated engine that is "meaningfully" better
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Originally posted by schmidtbag View PostMS no longer has an iron grip on the gaming market anymore. XB1 is losing to PS4 and PC, and Windows isn't as strong against Mac, Linux, and tablet OSes (not just for games but in general).
MS never had an iron grip on the console market, so other than losing some market share to Sony not a lot has changed. They are still dominating the desktop gaming market though, Linux and Mac barely manage a few percent between them.
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Originally posted by liam View Post
Is only a total waste of money if both of these factors are met:
1. Your game is demanding enough to require a dedicated engine
2. Your in-house devs are actually unable to make a dedicated engine that is "meaningfully" better
1. even if you require something dedicated like some special rendering, you'll be better off by just modifying available source of the 2/3 big engines. your time will be cut by 99/100
2. now, making something meaningfully better than for example UE4, that i would love to see. do you even know how much this encapsulates?
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