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- #GOLF WITH YOUR FRIENDS DIRECTX 9 DRIVER#
- #GOLF WITH YOUR FRIENDS DIRECTX 9 FULL#
- #GOLF WITH YOUR FRIENDS DIRECTX 9 FOR ANDROID#
There’s also Metal for iOS and OSX and Sony’s own API for PS4.
#GOLF WITH YOUR FRIENDS DIRECTX 9 FOR ANDROID#
You need DX12 for Xbox and Vulkan for Android and Linux. It is only viable for retro games, simple demos, etc.Īnd for DX12 vs Vulkan – there really isn’t anything else but portability. For high performance gaming, going forward… OpenGL and DX11 are dead. So in short – the questions you are asking are perhaps a bit misstated. So in theory, you could have a stutter-free game now, and some are already getting quite close to that goal. And as the engines improve, we now see more and more benefits being used.
#GOLF WITH YOUR FRIENDS DIRECTX 9 DRIVER#
Note that it doesn’t mean it does! Most game engines were written in the age of the old APIs, so their first implementations of the modern ones were based on doing the same kind of on-the-fly caching as the driver would previously do. In Vulkan and DirectX 12, the app has complete control over this and can do this better. That frame will suffer a slight stutter since the driver has to recompile some shaders or similar. The driver didn’t yet see this combination, and that combination requires specific changes to the GPU state. uses the same pixel shader, but with a different blending mode. This part is particularly hard to explain, but let’s just say for a very simple example that as you are turning your view in a game, you see an object in the game that you’ve seen before, but in this part of scene it has some different effect on it.
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This is now exposed to the application so that the application can have control of what is cached and prepared when – and thus prepare it in load time or stream in the background. Many stuttering issues were caused previously by the driver doing “on the fly” caching, conversions and compilation – as situations in the scene changed.
#GOLF WITH YOUR FRIENDS DIRECTX 9 FULL#
That was both dragging down IHVs who had to emulate all that, and devs who couldn’t use the hardware to full potential.īut the biggest improvement from the end user perspective is not just average performance, but finally control of frame stutter. blending, vertex assembly…) don’t always exist as specialized hardware in some GPUs today. that GPU memory is separate from host memory – on some machines, that textures and other buffers on the GPU might not be in the format you think they are, or even that the some of the things they call “units” (e.g. The old ones were kinda in denial of the facts like e.g. They are not ideal, as compromises still had to be made to make the APIs abstract and portable, but they are way, way better than the old state-machine-based ones. This requires a complete rethinking from the application perspective, and that is a lot of work in any of today’s engines, and that’s why we are just beginning to see the true benefits of DirectX 12 and Vulkan. Vulkan and DirectX 12 were re-specified from the ground up to be much closer to what you could consider a union of concepts of how different GPUs (desktop/mobile, UMA and separate memory, strict tiled-based deferred and various hybrids, different vendors’ approaches, etc) today work. Resources that could be better spent elsewhere – since the sole reason those were needed is that the old APIs were a patchwork of new tuneups on top of old concepts, and still in their core used the concepts that were well thought out in 80s and 90s, for use in SGI workstations (does anyone even remember those anymore 🙂 ) and the likes, but that are a bad fit for the way the modern GPUs work. Optimizations that were created and maintained at no small cost of engineering resources. Where you now see that DX11 is still sometimes faster than DX12 or Vulkan in some games, it is due to extensive optimizations inside the driver. Even DirectX 11 already required a very complex structure to be fast. For those not familiar, Croteam is the developer of The Talos Principle, the 1st game to use Vulkan in February 2016.įirst, OpenGL became way too complex to maintain by the IHVs. The first one is Alen Ladavac, the Chief Technology Officer of Croteam. What do you think is needed to convince majority of game developers to use OpenGL and Vulkan instead of DirectX11/12?.Would OpenGL still be practical to use for new games (2019 and later) now that Vulkan is here?.If OpenGL has the same features and achieving performance parity with DirectX is possible, why do most game developers still use DirectX?.Their answers are a bit lengthy and I have initially thought of paraphrasing it but decided to deliver their answers as is so there would be no misrepresentations. To give our readers reliable information about this topic, I asked game developers that use OpenGL.
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