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by dogma1138
3438 days ago
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Because DX12 gives you support for 2 out of the 3 major AAA platforms.
Sony seems to have no inclination of supporting Vulcan as a native API for the PS4/PS4pro. Vulkan is also not Mantle, it's similar to the original Spec which was written by Johan Andersson from DICE.
AMD did give Khronos the spec but there isn't some shared code implementation for Vulkan that is based on Mantle, there isn't a common shared library in general as the implementation for each IHV/System is proprietary. Vulkan is still a camel, not as much as OpenGL but a camel nonetheless, it's currently quite behind DX as far as featureset goes and Vulkan Next which would add needed features such as mGPU support seems lag into late 2017. Vulkan is a good alternative but it already shows some signs of getting it self into the same position that OpenGL found it self. It's also worth noting that DX12 development has nothing to do with Mantle, it's a continuation of the Xbox 360 API and effectively the mature version of the API developed for the Xbox One. |
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... significant parts of DX12 are a carbon copy of Vulcan. Are you saying they ended up with the exact same solutions, including things like error codes that are entirely arbitrary choices, by accident?
DX12, and the Xbox One API was NOT developed from the Xbox 360 API. It's based on Mantle. As is Vulkan.