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by Tuna-Fish 3437 days ago
> 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.

... 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.

1 comments

Vulkan was influenced by DX12 designs not the other way around, Vulkan is currently lagging behind. Mantle was written by Johan Andersson and as a result of DICE working on FB3 for the XboxOne.

The Vulkan spec diverges quite a bit from Mantle and is considerably closer to DX12, and again this isn't because DX12 somehow copies Vulkan, but because quite a few of the people involved like Niklas Smedberg and Aras Pranckevicius have been working with the XboxOne/PS4 for quite a while.

https://twitter.com/repi/status/446718535616585730

Direct3D 12 blog with some more details: http://blogs.msdn.com/b/directx/archive/2014/03/20/directx-1... … You may recognize the design ;)

https://twitter.com/renderpipeline/status/581086347450007553

I had a déjà vu while reading in the #DirectX12 specs… #mantle

Look into the history of Mantle, why Johan Andersson wrote the spec as it was, gamedev is a good place to start.
While you'll keep repeating unfounded vague claims, and I'm talking for your original claim that DX12 influenced Vulcan/Mantle I'll keep posting links that prove the exact opposite.

> We’ve spoken to several sources with additional information on the topic who have told us that Microsoft’s interest in developing a new API is a recent phenomenon, and that the new DirectX (likely DirectX 12) will substantially duplicate the capabilities of AMD’s Mantle.

https://www.extremetech.com/gaming/177407-microsoft-hints-th...

Stop spreading misinformation, Vulkan was not influenced by DX12.

> Vulkan is derived from and built upon components of AMD's Mantle API, which was donated by AMD to Khronos with the intent of giving Khronos a foundation on which to begin developing a low-level API that they could standardize across the industry, much like OpenGL.

https://en.wikipedia.org/wiki/Vulkan_(API)

It's not misinformation, AMD delivered the mantle spec to Khronos, but you are ignoring the fact the mantle spec was nearly single handedly written by Johan Andersson and was derived from his work on building Frostbite for consoles. Vulkan then was influenced by quite a few other people from Unity, Epic and Valve.