Originally posted by plonoma
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Vulkan 1.0.4 Specification Published
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Originally posted by uid313 View PostCan I code against the Vulkan API using C#, Python, Ruby or JavaScript?
Both Python & Ruby are slow anyway, have you any evidence to suggest the OpenGL API is the bottleneck for these languags?
May be you could pass off things to a graphics engine and just use the scripted parts, for config and setup.
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Originally posted by chithanh View PostPS4 API, about 60% gain over PC with equivalent specs.
Anyway I propose to Gpu vendors an extra AI or Asic to convert 30fps gaming to 60fps after the final 2D image has created (like frame interpolation Youtube videos). The latency will be like 17ms.
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Originally posted by rob11311 View PostWhat'd be the point in Python? There's still a global interpreter lock, so draw calls would be single threaded, which means there's little downside to the OpenGL state tracking.
Both Python & Ruby are slow anyway, have you any evidence to suggest the OpenGL API is the bottleneck for these languags?
May be you could pass off things to a graphics engine and just use the scripted parts, for config and setup.
And that maybe OpenGL is a complicated, cumbersome, inconsistent, weird API full of legacy warts?
But I really don't know.
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Originally posted by uid313 View Post
I was thinking that maybe Vulkan is a clean, easy-to-use, modern API and a good thing to learn?
And that maybe OpenGL is a complicated, cumbersome, inconsistent, weird API full of legacy warts?
But I really don't know.
This is probably why one of Nvidia 's first extensions is running Vulkan inside OpenGL. Similar to how you write C code, but when you absolutely must squeeze every bit of performance you write ASM functions inside the C code.
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Originally posted by eydee View PostPC is not an API. This is like saying that cars are faster than vehicles.
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