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We have some good news and some bad news. The year-end target release date for Vulkan will not be met. However, we are in the home stretch and the release of Vulkan 1.0 is imminent!
Here is a more detailed update...
The Vulkan specification is complete and undergoing legal review and final polishing. The Vulkan conformance tests are being finalized and multiple member companies are preparing drivers for release. Implementation feedback is the vital final stage of making any Khronos specification ready for primetime, and the Vulkan 1.0 specification will be published when the first conformant implementations are confirmed.
Work is also progressing to complete Vulkan SDKs for Windows, Android and Linux. Google has upgraded to Promoter membership and is now on the Khronos Board to help steer Vulkan strategy for Android and the wider industry.
There is considerable energy driving the work to bring you Vulkan. We are planning Vulkan sessions and demos at key industry events throughout the year. We are excited about the emerging Vulkan ecosystem that will create new business opportunities for the graphics and compute industry.
Vulkan will set the foundation for graphics and compute APIs for years to come and so Khronos is taking the time needed to do this right – and the Vulkan 1.0 release is near!
The Khronos Vulkan Working Group
Hoping this takes off... Give DX12 some competition.
That's what's going to stop me moving to Linux for at least 5 - 10 years, the lack of a real back catalog.
I tried SteamOS and was surprised at how many games could actually be run, but it wasn't nearly enough, not by a long long shot.
I'm hoping it doesn't signal the end for DX12
Vulkan may end up being in more software than DX12, you have to consider that it will be used in more markets than PC and console gaming.
It would be very good to get Vulkan working in Autodesk products and Photo editing and illustration software.
Use a few different illustration packages and even doing basic stuff they can still lag at times.
I can't imagine that will ever happen.
DX has it's backwards compatibility so it will always be relevant. Vulcan would be doing well if it could manage to get 50% of future use.
Apple have confirmed they'll support Vulkan on OSX. They don't expect people to use Metal outside of iOS. Hopefully they'll drop Metal entirely at some point ... its only purpose was to maintain the walled garden of iOS, but apparently it's so similar to Mantle (and therefore Vulkan), it's a bit pointless.
When was this announced? all i have seen is Apple Praising their Metal API, even on OSX.
Apple have confirmed they'll support Vulkan on OSX. They don't expect people to use Metal outside of iOS. Hopefully they'll drop Metal entirely at some point ... its only purpose was to maintain the walled garden of iOS, but apparently it's so similar to Mantle (and therefore Vulkan), it's a bit pointless.
I don't see multiplatform applications using DX on Windows ... there's just no point.
DX12 has no backwards or forwards compatibility. Just like all previous versions of DX.
Impossible to answer. Its down to developer / game designers on what they want in the game and what resources they use. I would like FPS to be prioritised ideally.Kronos Group Confirms Vulkan API Release Is Imminent & Performing Extremely Well
https://www.youtube.com/watch?v=AsNhRcE5XEg&list=TLpUISaZa7xdQyMTEyMjAxNQ
I look forward to actually getting some games built from the ground up on this and DX12 so we can see if it's really been worth all the fuss.
The thing that bothers me is they state how fps improves but then talk about using the extra power in other ways like adding more bushes, tree's, npc's etc so will we actually get any better performance in the end or will a lot of titles use it up in other ways leaving us with sub 60 or even 30 frame rates for the regular user?