Originally posted by indepe
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Qt 5.10 To Have Built-In Vulkan Support
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I think another important point that is being lost here is that these are just basic enablers for using Vulkan within Qt Applications. This is comparable to the existing OpenGL support in Qt Gui. It is not however a Qt Quick rendering backend. There are no plans to create a Vulkan backend for Qt Quick this year.
What this commit enables is for users to more easily embedded Vulkan renderers into their Qt applications.
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Originally posted by indepe View PostAccording to NVidia and AMD website info, the current drivers support both Vulkan and Windows 7, so I'd assume Vulkan does work on Windows 7, as it is meant to do. Not knowing the Windows world very well, where would the limit for financial revenue be?
Vulkan is compatible with more OSes.
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Originally posted by nomadewolf View Post
Yes. Only DX12 is limited to Windows 10.
Vulkan is compatible with more OSes.
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Originally posted by gamerk2 View Post
Irrelevant. Developers are going to use the API that is easiest/quickest to work with. And when it comes to quality of development tools, it's not even close: Microsoft wins.
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Originally posted by bsquask View Post
The experimental DX12 backend exists because we (the qt graphics team) didn't have access to Vulkan yet when we started looking at refactoring the Qt Quick scenegraph rendering in 5.8. We experimented with both Metal and DX12 because they were low level graphics APIs that were available at the time (end of 2015). We just needed one to validate the changes we were doing, so DX12 was chosen.
Originally posted by bsquask View PostThe 3 API's are similar enough that doing a backend for 1 should mean its possible to implement a future backend for any.Last edited by indepe; 21 February 2017, 12:43 AM.
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Originally posted by indepe View Post
Well, availability of Vulkan is still a relevant factor, as it is lacking for the open source drivers on Linux (except perhaps the Intel one), although good with the closed source drivers from AMD and NVidia, for quite some time already.
So may I conclude you consider using Vulkan for Linux and/or Windows 7/8 (if not also Windows 10), for future backends ? (Even if not this year.)
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Originally posted by gamerk2 View PostIrrelevant. Developers are going to use the API that is easiest/quickest to work with. And when it comes to quality of development tools, it's not even close: Microsoft wins.
That said, you can port your game engine from DX11 to DX12 with little effort. Just convert functions and do some adjustments. It won't be true DX12, you'll lose performance, but the transition will be easier and you'll be able to tweak the engine to better DX12 support at a later time.
There's also the economic incentive.
About quality of development tools, i think that it (may) be true for now, but the Khronos group is making serious effort on that regard, so i think that VK won't suffer from the same problems that OpenGL did.
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