I mean, I've used Metal and it's OK--verbose but reasonable CPU side API unfortunately paired with an awful shader language. But that doesn't really matter: my software has to be cross-platform, so any deviation from DX12/Vulkan is strictly worse.
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Replying to @pcwalton
What about the shading language do you find inferior to GLSL or HLSL?
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Replying to @jhaberstro
The fact that it’s based on C++. I understand the motivation to share code between CPU and GPU, but I’ve never really wanted to do that other than for trivial stuff.
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Replying to @jhaberstro
Eh. I think I’d prefer a different language entirely, to be honest :) Like a modernized GLSL. Developer ergonomics are just different between CPU and GPU because the hardware is so different.
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Replying to @pcwalton @jhaberstro
I don’t love GLSL and especially don’t love HLSL, mind you. :) I think Metal Shading Language is better than HLSL at least…
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Replying to @pcwalton
Ok, that's what I was wondering. So really, your original complaint is not a "Metal" complaint, but really a "GPU ecosystem" compliant haha (which I totally get).
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Replying to @jhaberstro
Yep. Metal as an API is basically fine. As a side note, it’ll be interesting to see how WGPU compares: I suspect that WGPU will end up looking similar to Metal.
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Replying to @pcwalton
Yes, I haven't followed it closely, but I remember looking at an early prototype and thinking "that looks familiar!".
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Replying to @jhaberstro @pcwalton
I'm not sure who the target clients of WGPU are though. As least for game devs, 90% of them use Unity or Unreal. The remaining (mostly) don't want a portable abstraction because it's to their advantage to tailor to the platform.
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Also that number seems high for Unity and Unreal. I found this: https://www.reddit.com/r/gamedev/comments/8s20qp/i_researched_the_market_share_of_game_engines_on/ … 23% for Unreal, 11% Unity. You might have access to data I don’t though. Regardless, I know I’m not the only one out there.
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Replying to @pcwalton
Sorry, I didn’t mean to imply those were real numbers. Just my personal impression from observing the game industry.
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