Originally posted by Weasel
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Vulkan 1.3.251 Released With One New Extension Worked On By Valve, Nintendo & Others
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Originally posted by smitty3268 View PostMost actual devs just target DX12 because Windows is their main platform (outside of consoles) and they're more familiar with it to start with.
Originally posted by smitty3268 View PostI haven't heard anyone complain that there are too many Vulkan extensions outside of randos on Phoronix.
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Originally posted by Weasel View PostRight back at you. Do you have any references from anyone notable saying it is?
If you choose to believe differently, that's perfectly fine by me. I don't care.
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Originally posted by smitty3268 View PostNope, at least not at my fingertips without searching for that stuff, and I'm perfectly fine with going with my current assumptions rather than digging into it. I was genuinely curious if there was any particular reason to believe i should change my mind, but it sounds like there's not.
If you choose to believe differently, that's perfectly fine by me. I don't care.
BTW, "I'm familiar with DX12" usually is said, instead, like "it would take me too long to learn Vulkan when I know DX12". That's basically a roundabout way of saying "Vulkan is too large and bloated and I have to learn too much, I'll stick to DX12".
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Originally posted by Weasel View PostThat's basically a roundabout way of saying "Vulkan is too large and bloated and I have to learn too much, I'll stick to DX12".
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Originally posted by Quackdoc View Postno it's not, 90% of users who use microsoft offices could migrate to only office in less then a couple hours, saying "I'm familiar with DX12" means "I'm familiar with DX12" there is no underlying assumption that vulkan is too large and bloated to work with it means that DX12 suits their needs and they see no (possibly immediate) benefit to swapping to vulkan which as I said, benefits are becoming less and less due to vkd3d.
Else they'd still be using OpenGL or DX11 or even other libraries abstracting it into high level. Or heck, using a premade engine in the first place.
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Originally posted by Weasel View PostPlease don't compare Office users with software developers using low level APIs like DX12/Vulkan. They're not on the same level, and if you code in such low level APIs you usually have no problems adapting in the first place (if it's equal effort).
Else they'd still be using OpenGL or DX11 or even other libraries abstracting it into high level. Or heck, using a premade engine in the first place.
and there ARE problems, significant problems, that have nothing to do with the API, yes there is a learning curve, but what about invested time into an ecosystem? how many scripts are there to simply port all your tools from dx12 to vk or vice versa, and no vkd3d/dxvk doesn't count. when going from dx12 you have to factor in the time to relearn a new API, and yes even if they are similar, it does take time. porting any existing tools and infrastructure can be very time consuming.
lets re word your dumb statement "I'm familiar with Opengl" would somehow trickle down to "API-HERE is too large and bloated and I have to learn too much, I'll stick to OpenGL", or "I'm familiar with Vulkan" "D3D12 is too large and bloated and I have to learn too much, I'll stick to vulkan" or how about "I'm familiar with Metal", "Vulkan/D3D12 is too large and bloated and I have to learn too much, I'll stick to metal"
it's a stupid and narcissistic statement. don't pretend you know what everyone else is doing, at this point I doubt you know what even half or quarter of devs are thinking.
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Originally posted by Weasel View PostBTW, "I'm familiar with DX12" usually is said, instead, like "it would take me too long to learn Vulkan when I know DX12".
That's basically a roundabout way of saying "Vulkan is too large and bloated and I have to learn too much, I'll stick to DX12".
All it means is there is no reason to waste their time when they already have a good solution for all their problems. That would be equally true even if it only took 10 minutes to learn Vulkan and port all their code to it. In reality, even if they already knew Vulkan just porting all their code to it would take quite a bit of time, and if they don't see any particular reason to do that then they aren't going to bother. Nothing to do with being "bloated".Last edited by smitty3268; 03 June 2023, 12:47 AM.
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Originally posted by Quackdoc View Postit's a perfect comparison, because you seem to be pretending to understand what every dev, or even a majority is thinking when they say, "im more familiar with X-thing-here". you don't, and don't pretend to, there are plenty of reasons why someone might or might not choose to do something. for instance if you have a full process using specific things, it can be simply not worth changing to something objectively better due to various factors such as downtime, relearning etc. or sometimes, there just isn't enough incentive, as I said. vulkan does offer a good chunk more benefits then Dx12 yes, but are they benefits the average windows game studio will care about, maybe, is it enough to completely change from dx12 to VK? probably not no.
Originally posted by Quackdoc View Postlets re word your dumb statement "I'm familiar with Opengl" would somehow trickle down to "API-HERE is too large and bloated and I have to learn too much, I'll stick to OpenGL", or "I'm familiar with Vulkan" "D3D12 is too large and bloated and I have to learn too much, I'll stick to vulkan" or how about "I'm familiar with Metal", "Vulkan/D3D12 is too large and bloated and I have to learn too much, I'll stick to metal"
it's a stupid and narcissistic statement. don't pretend you know what everyone else is doing, at this point I doubt you know what even half or quarter of devs are thinking.
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