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by bullen 2 hours ago
So that is where all that money is going, rewriting a perfectly functional implementation (that you can never retire because OpenGL hardware will remain in use for longer than Microsoft will last) with another more flawed one. Same as all other companies in other words?

I'm still waiting for a Vulkan feature that is worth anything. Multicore rendering is not interesting, specially not for voxel games (that need to use another CPU core for voxel duty and once that calculation is done the GPU part is super fast) and because (in general) you need the other CPU cores for gameplay (physics, networking, 3D audio) and OS.

This eternal "growth" of APIs and features leads to eternal waste of energy. I'm more interested in the non-obfuscation of the byte code, is that in? What about vibrant visuals?

I'm going to have to attempt installing Minecraft on my ARM Mac now! Edit: that was super fast and smooth, 120Hz!, no VV but I guess they need Vulkan for that? Edit2: The source names are now default! No obfuscation!

GG Mojang after all! Edit3 (last one): the new music is great!

1 comments

OpenGL as an API no longer maps well to actual hardware. The important feature Vulkan brings is simple parity with hardware, thereby, efficiency. Further, utilizing new (read: not actually new, but not reasonable in OpenGL), GPU capabilties are what make new features possible. Vibrant Visuals had a hard requirement of the renderer being updated. From what I've seen, it will be coming alongside the renderer update.

The deobfuscation of the byte code is done as of an update or two ago. I'm not a modder for minecraft so I don't know concrete details but I know its available.

I know, and X11 uses TCP between server and client too. But still OpenGL has more longevity with emulation than Vulkan has, because hardware is not getting better. DDR3 feels like the peak of RAM. SSDs are terrible now.

After all Java is the ultimate emulator (all jars will run for eternity unless Java removes features like they did with Applets = biggest mistake in history), so will graphics APIs evolve that way too? OpenGL -> Vulkan with something like Zink?

I will still prefer X11 in a 100 years. And also OpenGL (ES) 3 because that is the first really cross compatible API (ARM and X86) and it has the last feature = VAO.

So will VV only work with Vulkan enabled?