So are the Khronos group saying Vulkan is Mantle renamed or are they saying it's based on or inspired by Mantle?
Rather than building the API from scratch, they took Mantle and started from there.
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So are the Khronos group saying Vulkan is Mantle renamed or are they saying it's based on or inspired by Mantle?
Just watching the video, but from this and other sources, it is looking like a lot of vulkan is based on the mantle spec. Parts looking like they are cut and shut, from a lot of the api calls using the same names, but with a different namespace.
Directx 12 / Vulkan will differ from previous apis through building state in multiple threads and writing data to the GPU in more direct ways(less cpu->gpu copying) and pushing of data from cpu to gpu using multiple threads.
The building of the state will include more and more complex state structures on the CPU side, before passing them to the GPU (via multiple CPU threads/cores).
The more data that can be passed from the CPU to the GPU per call, obviously less driver overhead, but also more opportunities for optimisation at the driver level.
Now DirectX is object oriented and already uses large state structures to set state before a draw call.
Old OpenGL uses much simpler calls to maintain a "state machine", which makes it much more difficult to multithread and optimise.
So basically the pros of Dx12/vulkan will be:
More direct data transfer from cpu to to gpu via multiple threads(vertex data, textures, etc).
More direct state data transfer cpu->gpu(shaders, shader uniforms)
In fact, it looks like the way data will be addressed in shader languages could be completely changed.
Cons (for the devs)
New shader language?
Working with a much lower level and complex API. A lot more work for multi-thread synchronisation.
The cons aren't really cons for the devs, 'cause they love new **** and a challenge.
Personally, I can't wait until the final spec, headers and drivers are released.
One con could be that based on Mantle we could be waiting months for multi GPU support. AMD guys are probably used to waiting months to get multi GPU support working, but could come as a shock to Nvidia owners
One con could be that based on Mantle we could be waiting months for multi GPU support. AMD guys are probably used to waiting months to get multi GPU support working, but could come as a shock to Nvidia owners
Edit: Enabling the validation layer in Vulkan. The validation layer is probably similar o the top level DirectX code before it calls in to the driver.
So when developing/debugging for Vulcan enable validation layer.
When ready for release code, disable validation layer. Awesome.
lamb chop you already have played an AMD sponsored game.... Bioshock infinite!
Now that we're hearing about MS and NVIDIA colluding to make various DX12 features exclusive to NVIDIA / tailored specifically to them (in order to undermine Vulkan / Mantle / AMD and retain DX's primacy), I seriously hope Valve don't support DX12 at all on first party titles ... indeed, it'd save them a lot of largely pointless effort as the number of users on W10 will be such a small % for several years.
Now that we're hearing about MS and NVIDIA colluding to make various DX12 features exclusive to NVIDIA / tailored specifically to them (in order to undermine Vulkan / Mantle / AMD and retain DX's primacy), I seriously hope Valve don't support DX12 at all on first party titles ... indeed, it'd save them a lot of largely pointless effort as the number of users on W10 will be such a small % for several years.
openGL a cheaters paradise
some of those open GL cheats were disgusting and undetectable