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by Pfhreak
2339 days ago
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Typically a DirectX revision bump would be less work than a totally different API. To answer "How hard could it be?", the answer is, "Surprisingly hard". Games rely on weird interactions with hardware and need to smoothly render at a consistent FPS. Often a revision bump in a library might introduce subtle changes (for example, a difference in how numbers are rounded might cause z-fighting or change the way shadows are rendered). All of those need to be discovered and fixed. Not to mention that DirectX uses a totally different shader language than Vulkan, so you have to get in there and translate all that code over. It's definitely non-trivial. Doable, but non-trivial. I don't blame the devs for making a cost/benefit analysis and realizing they would never recoup the cost. Given the economies of the games industry (where studios are basically always one step away from complete failure and being dissolved into nothing), I appreciate the need to focus on not losing money in this way. |
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Vulkan doesn't really have a shader language unless you want to write SPIR-V assembly. Thus you'd use either GLSL or HLSL. Microsoft's own DirectX HLSL compiler[0] supports SPIR-V as a target in addition to DXIL.
[0]: https://github.com/microsoft/DirectXShaderCompiler