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Khronos Group Is Not Fighting Microsoft; DirectX 12 Is the "Right Commercial Choice" for Some Developers

Khronos Group Is Non Fighting Microsoft; DirectX 12 Is the "Right Commercial Choice" for Some Developers

Since some of y'all may non be familiar with the Khronos Grouping, let's kickoff with some history. This non-turn a profit consortium was founded back in 2000 by ATI, Intel and NVIDIA among others, with the goal of creating open standard APIs.

The latest API adult by Khronos Group is Vulkan, commencement released about five months ago. Information technology's conceptually quite like to Microsoft's DirectX 12 in that they are both focused on reduced driver overhead and reduced CPU load; its chief divergence is that it's fully cross-platform.

Patently, Vulkan fights an uphill battle to go the attention of developers with Microsoft's Windows PC and Xbox environments (now unified nether the Universal Windows Platform) often steering developers to DirectX 12. RedGamingTech had the opportunity to interview Tom Olson (Chair of the Vulkan Working Grouping) and Neil Trevett (President of the Khronos Group), and ane of the questions was if Khronos establish it hard to fight the interest in DirectX 12.

Tom: We're not really trying to 'combat' anything – we're trying to make a peachy API that can run on all modern hardware and platforms. We think it'southward obvious that that's what the market needs, and that if we practise a good task, people will use information technology. We recognize of grade that it's about more than than simply the API – we have to create and back up a complete solution, a whole ecosystem. Hence the emphasis on defining a standard loader, validation and debug layers, a shader compiler, and other tools, all available in open source.
Neil: DX12 is a fine API and it will be the right commercial choice for some developers addressing a sure ready of platforms. It may not be good for readership ratings to say this – but I think the 'API wars' are oftentimes overblown – developer choice in APIs is a adept matter. Additionally, I think that over the years healthy competition between Direct3D and OpenGL has been a positive incentive for both families of APIs to amend – which ultimately is adept for the developer community. Merely, if you look at the industry as a whole, information technology is a healthy thing to have the selection of a graphics API that is not being divers by a single platform vendor, as information technology provides an avenue for API innovation that is independent of the underlying platform dynamics of the day.

They likewise talked about full mGPU support, which is not all the same fully available in Vulkan.

Tom: Full multi-GPU support was definitely a goal when we launched the project, and at that place is some back up in the API, but we weren't able to finish the task in fourth dimension for the 1.0 release. In 1.0, yous can query your VkInstance and find out that it supports multiple VkPhysicalDevices, east.g. GPUs, and those can come from either the same or multiple vendors. And you can so create logical devices and queues from the physical devices, and submit work to them from a single application. What you can't do in 1.0 is share resources or synchronize directly between unlike devices, so the utilise cases are limited. Fixing that is a high priority for us.

Finally, in the time to come the API will receive both performance and quality of life (QoL) updates by Khronos.

Tom: Probably a mix. We're actually eager to hear from beginning-generation developers about what kind of experiences they are having, and we're pretty sure they'll tell us that we got some stuff wrong. Nosotros'll need to fix that as best we can. Then there are the features in GL and DX that we don't have in Vulkan 1.0, most plainly multi-GPU support – that'south a very high priority. And there are the new application spaces, like VR which you mentioned. Nosotros've got a substantial list and are working actively on it.

Neil: Also, don't forget that Vulkan is extensible – simply like OpenGL – so we have the choice of delivering this functionality in between major spec updates.

We'll go on following closely both Vulkan and DirectX 12 as they are adopted by the gaming industry. Stay tuned!

Source: https://wccftech.com/khronos-group-is-not-fighting-microsoft-directx-12-is-the-right-commercial-choice-for-some-developers/

Posted by: hutchesonmationdeed.blogspot.com

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