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by CJefferson
3438 days ago
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It's because no-one would both to write such a talk. Game developers have already tuned their engines for the PS4 and Xbox 1 separately, and in both cases apply substantial specializations, designed to take maximum advantage of exactly the chips, the number of shaders, etc. available. Any cross-platform library has to make some simplifying assumptions, which will produce a small loss of performance. Now, that's an easy trade-off to make if you are developing for PCs, there are thousands of common CPU/memory/GPU triples you might come across, you obviously aren't going to optimise for each individually. On consoles you do. There have been a number of consoles that supports OpenGL. No-one ever used it, because the performance wasn't good enough. |
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That's why there is Vulkan. OpenGL doesn't offer enough control to address such cases and isn't even designed to be parallelized.