Somehow none of this MoltenVK stuff makes any comparison to Metal proper. I wonder if that’s intentional.
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Replying to @Litherum
Do you mean no one is offering comparisons of metrics like performance and complexity, or something else?
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Replying to @warrenm
I just mean that the articles are comparing MoltenVK against OpenGL, rather than comparing MoltenVK against Metal, which is the more fair comparison.
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Replying to @Litherum
I think a quantification of MoltenVK’s overhead would be interesting, but I think that (1) in practice it’s small, and (2) implementors care more about the delta between GL and VK, because they haven’t already adopted MTL (for whatever reason).
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Replying to @warrenm
A survey of why developers use whichever APIs they use would be super interesting. I don’t understand why some PC games have added Vk backends. My only guess is ideology.
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Replying to @Litherum
Wait, you’ve seen the benchmarks comparing GL and Vk in practice. How is pursuing a 30+% reduction in frame time mere ideology? Whether third-party (indies atop Unity) or first-party (id Tech 6 team), answers will likely be similar (and performance-centric).
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Replying to @warrenm
“I don’t understand why some PC games have added Vk backends” as opposed to D3D12 backends. Haven’t seen any reports saying Vk is faster than D3D12, and the number of machines with Vk but not D3D12 is nearly (exactly?) 0
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That’s kind of the point I’m making; it’s a 3-way competition between Vk, MTL, and D3D12. Comparing to other APIs is irrelevant
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True. Interpreting this generously, we might assume the point of such a comparison to be “look how much better these new APIs are [than GL].” Less ingenuously, it’s the easiest way to make Vk look *really good*.
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