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by Cacti 4602 days ago
Agreed. It's starting to become a bit of an issue, particularly, like you said, with third party libraries.

It's one thing if you're a major version behind (unfortunate, but manageable), but 2.0 was 5 years ago. That's not a major version, that's practically an entire generation.

Also, lack of compute shader support for anything other than Windows and DX11 is a bit of a drag. Compute shaders are really the future of development and it's a bit of a pain not to be able to use them without going through a number of hurdles. This should be fixed eventually though, I'd imagine.

Hopefully they figure out a better way to handle all their platforms equally, at least for development purposes. Being held back on the desktop just because Unity can deploy to mobile is, again, a bit of a drag. I'd rather have the option.

1 comments

AFAIK, compute shaders only became available in D3D11 and OpenGL 4.3. MacOS was stuck on OpenGL 3.2 for a long time, and even the latest version only supports 4.1. On Linux, Intel and open source drivers (Mesa) only reached OpenGL 3.2 support last month. So that leaves proprietary drivers from AMD (4.3) and Nvidia (4.4) + D3D11 on Windows. I don't know much about mobile platforms but I don't think they support compute shaders.
You're right. It still sucks though. :)

AFAIK you can do OpenCL on OSX with Unity, you just don't have the typical Unity integration so you'd have to handle all the details yourself. It's on my list of things to try out soon... the switch to general purpose GPU processing is too large of a revolution to ignore.