Re:Pascal GPUs on All Fronts Push Nvidia to New Highs
by pjmlp on Monday November 14, 2016 @01:56PM
(#12952265)
Metal support.
Re:Pascal GPUs on All Fronts Push Nvidia to New Highs
by shmerl on Monday November 14, 2016 @02:09PM
(#12952383)
Metal is useless outside of Apple, so it's DOA adoption wise. Developers will be of course forced to use it when targeting Apple. Adoption however means wide coverage of multiple platforms.
Re:Pascal GPUs on All Fronts Push Nvidia to New Highs
by pjmlp on Monday November 14, 2016 @05:29PM
(#12953945)
Middleware engines have won the hearts of game developers, it doesn't matter what runs underneath, only for those that do API religion.
Re:Pascal GPUs on All Fronts Push Nvidia to New Highs
by shmerl on Monday November 14, 2016 @05:43PM
(#12954041)
> it doesn't matter what runs underneath
You keep repeating it, but it's nonsense, because it always matters how hard is for the engine to target multiple platforms.
Re:Pascal GPUs on All Fronts Push Nvidia to New Highs
by pjmlp on Tuesday November 15, 2016 @02:08AM
(#12956204)
It is nonsense to you, because all your arguments fail flat when there is an abstraction layer that hides away what actual APIs are being used.
Yet that is what professional game developers care about, not API wars.
Maybe you should attend a GDC event.
Re:Pascal GPUs on All Fronts Push Nvidia to New Highs
by shmerl on Tuesday November 15, 2016 @02:13PM
(#12961189)
Again, try working on that abstraction layer, and then you'll see what it takes. Claims that it's trivial or it's normal and should be that way have no substance. It's like saying that Web developers enjoy browsers not following standards and the need to address all those quirks is trivial. No normal developer wants that.
Re:Pascal GPUs on All Fronts Push Nvidia to New Highs
by gcp on Monday November 14, 2016 @02:43PM
(#12952600)
Huh I admit this is really surprising.
I guess the iPhone market won't get Vulkan hence the interest?
Re:Pascal GPUs on All Fronts Push Nvidia to New Highs
by erichocean on Monday November 14, 2016 @03:56PM
(#12953276)
MoltenVK[0] is a way to use the Vulkan API and shaders on Metal.
MoltenVK doesn't currently support Vulkan compute shaders, I don't see why it couldn't in the future—compute shaders are SPIR-V and actually easier to support than graphics shaders IMO. I suspect they just haven't gotten to it yet.
OpenGL ES?
(also with compute shaders in the latest version...)