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richgel999's profile
Rich Geldreich
Rich Geldreich
Rich Geldreich
@richgel999

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Rich Geldreich

@richgel999

Entrepreneur at http://Binomial.info , Khronos member working on Basis. Ex-Valve/MS,Age1DE,3/Halo Wars/Portal2/DotA2/CS:GO.

Portland, OR
sites.google.com/site/richgel99/
Joined March 2011

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    1. Promit Roy  ⚡‏ @promit_roy Oct 29

      When does it become viable for a small developer to design a purely Vulkan render backend and use that across all major platforms/deployments that a small dev is likely to have access to? You may exclude Android from this discussion because it's horrible.

      7 replies 1 retweet 6 likes
    2. Бранимир Караџић‏ @bkaradzic Oct 29
      Replying to @promit_roy

      Never.

      1 reply 0 retweets 7 likes
    3. Tom Forsyth‏ @tom_forsyth Oct 29
      Replying to @bkaradzic @promit_roy

      Never say never, but right now it's beyond the visible horizon.

      1 reply 0 retweets 1 like
    4. Бранимир Караџић‏ @bkaradzic Oct 29
      Replying to @tom_forsyth @promit_roy

      I'm doubling down on _nevErLEVEN_. :)

      1 reply 0 retweets 2 likes
      Rich Geldreich‏ @richgel999 Oct 29
      Replying to @bkaradzic @tom_forsyth @promit_roy

      Out of genuine curiosity (having never used Vulkan myself) - why?

      7:21 PM - 29 Oct 2018
      1 reply 0 retweets 0 likes
        1. New conversation
        2. Бранимир Караџић‏ @bkaradzic Oct 29
          Replying to @richgel999 @tom_forsyth @promit_roy

          Because platform holders don't want graphics API standard. Everyone needs some way to lock in into platform, so there is no motive to create portable environment.

          2 replies 0 retweets 2 likes
        3. Бранимир Караџић‏ @bkaradzic Oct 29
          Replying to @bkaradzic @richgel999 and

          On fixed hardware like consoles not having custom API that doesn't have to conform to standard also unlocks optimization potential.

          1 reply 0 retweets 1 like
        4. Бранимир Караџић‏ @bkaradzic Oct 29
          Replying to @bkaradzic @richgel999 and

          So the reason has nothing to do with Vulkan as API itself, rather than business motives. Even from middleware engine company, more APIs the better, because they can pay multiple people to work and optimize for different APIs/platforms, where small developers can't afford this.

          2 replies 0 retweets 5 likes
        5. Josh Groves‏ @grovesNL Nov 1
          Replying to @bkaradzic @richgel999 and

          Regardless of whether platforms want to support it, Vulkan Portability is happening already and has made significant progress https://www.khronos.org/blog/khronos-announces-the-vulkan-portability-initiative … This is a great option for OP’s use case

          2 replies 1 retweet 1 like
        6. Бранимир Караџић‏ @bkaradzic Nov 1
          Replying to @grovesNL @richgel999 and

          When I talk about portability I'm talking in context of commercially viable platforms for game development (Windows/D3D1x, XboxOne/D3D1x, PS4/GNM, Switch/NVN, OSX/Metal, iOSX/Metal, Android/GLES2).

          1 reply 0 retweets 0 likes
        7. Бранимир Караџић‏ @bkaradzic Nov 1
          Replying to @bkaradzic @grovesNL and

          If you can't support all platforms limiting your game to D3D1x only is way saner approach than any other API. Most of people, in case they need to trim platforms, decide to use middleware engine (or rendering library like bgfx), at which point you don't care about underlying API.

          1 reply 0 retweets 2 likes
        8. Josh Groves‏ @grovesNL Nov 1
          Replying to @bkaradzic @richgel999 and

          Sorry, I don't follow. Vulkan Portability is low-overhead implementations of Vulkan on top of Metal, D3D1x, GL/ES (as much as possible), and ideally GNM and NVN too. So you can target Vulkan and run it on UWP for example.

          2 replies 0 retweets 1 like
        9. Isa Bolling‏ @Isaboll12 Nov 9
          Replying to @grovesNL @bkaradzic and

          You don't even need an api like MVK for Switch portability, as the Switch has full Vulkan 1.1 support courtesy of the work of Nvidia and Nintendo. In regards to other games offering MVK on Macs, ESO and the FPS game Forsaken use it. Plus MVK works on IOS.

          1 reply 0 retweets 1 like
        10. 1 more reply

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