Shintai
Supreme [H]ardness
- Joined
- Jul 1, 2016
- Messages
- 5,678
There is a reason why DX11 keeps being developed along side DX12. DX12 was a nice attempt to get some more console focus.
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Console? Has nothing to do with anything.There is a reason why DX11 keeps being developed along side DX12. DX12 was a nice attempt to get some more console focus.
Console? Has nothing to do with anything.
It's all about the massive Win7 userbase that publishers can't ignore. Win10 only games are financial suicide.
No they don't. Currently the #1 OS on Steam is Windows 7, weighing in at 70% marketshare. But, we'll be generous and go with their results before they included Chinese users. That would put the number of Windows 10 users at around 45% if I remember, with Windows 7 and 8 totaling to about 50%. Who in the hell is going to give up half their marketshare to make a Windows 10 exclusive?Steam numbers beg to differ...
Well how much time was it before DX11 game really started to take advantage of the API?
It was about 3 years before we saw DX11 exclusives, but that was the result of enough people finally getting off XP to make it viable for developers. Here's roughly what it looked like:Well how much time was it before DX11 game really started to take advantage of the API?
Well how much time was it before DX11 game really started to take advantage of the API?
Steam numbers beg to differ...
Well, it depends on the game and the goal:
DX12, like Vulkan, when properly implemented should increase efficiency. That efficiency can be used to run a game better on less stout hardware, or just as easily to run a game even better on high-end hardware, assuming that there is a CPU limitation affecting performance at the desired settings that results in less than desired performance.
Of course, the two biggest challenges for DX12 adoption are those clinging to Windows 7 and the sheer complexity of the API. And we'd like to weight the issue more toward operating system dependence, but given that Vulkan isn't doing any better with the same dependency, this buck really does get passed back to developers.
Beyond that: engine developers are hard at work supporting both of these APIs. While I don't expect to see non-Microsoft (developed/sponsored) DX12 exclusives anytime soon, I do expect to see DX12 (and Vulkan!) support increase exponentially. They are the way forward, after all, so I expect game developers to rely on engine developers even more, and thus this low-overhead API work will need to be repeated less often.
I will bet you Vulkan and DX12 will go nowhere and high level APIs will continue to rule. DX11 have been constantly developed with new features along side DX12 for the same reason.
DX12 and Vulkan is a nice concept on paper and it stops there. There is a reason why it needs to be sponsored in head and rear end since it cant lift itself.
I'll take that bet- and my reasoning, as outlined above, is that the major engine developers are making good progress with low-level APIs.
Any developer with a decent programming staff is not concerned with going directly to DirectX. Every version of DX is pretty simple. If anything, developers have been screaming for an even lower level API to work with so they can control things better.
If you want to do a console game and a PC game, for the XBox, then you are stuck using the high level DX12 API. That also contributes to how poor PC ports of those games run.
The best running games, today, are built around using shaders and avoiding the high level DX API.
Have they? Or was it just a small vocal AAA minority?
Xbox supports a high level API as well. And its used by a large part of the games. Best running games? The ultra tiny selection of DX12/Vulkan games filled with issues and often lower performance?
You might want to take another look. 7 is annihilating 10. It's an embarrassment for MS.
The user distrust they've sewn with 10 - it's draconian data collection and forced updates - has crippled it's adoption. And if they do ever give in and provide a telemetry off switch, it'll be too late.
The latest generation of XBox uses DX12 for its primary graphic API. It does support the older API's as they needed games to run on it, but Microsoft is pushing DX12 down console developers throats and Microsoft controls that whole system.
Every really good graphic engine uses low level shaders for the majortity of their graphics work. It works so much better than using the high level API does. Nice thing about shaders, is once you write them, you can use them all over the place, over and over again. Long term costs are less than trying to switch to a new DX API.
Not sure what "low level APIs" you are referring to.
Vulkan faces an uphill battle as it is not built into the operating system. This makes it difficult as the developer now has to add another layer of support which is not needed for DX12. DX12 is simply not a large enough part of the postential market to make it worthwhile to use at all. Cost and time are secondary concerns.
You dont know about older low level APIs?
What MS says and what MS does when it want a popular PC title to Xbox is 2 completely different things.
And Vulkan got the best chance, it's bundled with graphics drivers. Yet on PC its not going anywhere.