Originally posted by Linuxxx
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Microsoft work on opengl to dx12 has also stalled. Please note one mostly solo developer has got zink on vulkan to support most of opengl already. Microsoft also started first.
Its really simple to miss. I have a vulkan pure engine game its possible using the gfx-portability for the game to run on DX 9-12 and opengl as well unmodified.
Direct3d 12 also when you look closer is problem. Over half the release commerical games with Direct3d 12 support are in fact a vulkan game engine using a vulkan to dx12 abstraction.
Basically there is a C option you did not consider. Taking over ID-Tech 7 gives Microsoft Vulkan experienced developers. These vulkan experienced developers will be useful to get gfx-portability to work better for Microsoft. Yes Microsoft is needing this for WSL2.
The C option. ID-Tech 7 keeps it vulkan backend and now ships with gfx-portability for everything else. Yes gfx-portability will in fact allow vulkan application basically on modified Xbox consoles.
khronos took a very warped turn with Vulkan instead of making graphical driver API they made a graphical abstraction API/ABI. Yes this is also why valve says they don't need to work on dx12 backend in their engines because the vulkan abstraction will do that for them.
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