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There’s going to be business imperatives that we not just maintain those APIs-we evolve those APIs.
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They’re enabling access to billions of devices. “Vulkan is nice and new and shiny, but of course it’s just at the beginning of its development cycle. “This is one of the key messages here,” says Trevett. OpenGL controls the GPU the way it thinks you want to use it, not necessarily how you actually want to use it.
#HOW TO GET OPENGL 4.3 TO WORK FOR DOOM FULL#
Not only does it have 25 years of legacy fluff built into it, plus all sorts of baggage due to its usage in non-gaming applications, but the API itself prevents you from taking full advantage of the GPU due to issues like context management, error tracking, and the like. Saying OpenGL is “inefficient” is a bit harsh, but in terms of gaming it’s not far from the mark. That’s an important distinction, for reasons we’ll get into later. Vulkan is a new cross-platform open standard aimed specifically at video games. There’s such a diversity of platforms coming, if every one of these platforms has its own specific API the world is going to be a very sad place.” “The number of platforms that want to use GPUs-it’s not just PCs and mobile phones anymore. “It’s important that there’s an open standard, cross-platform API that is up-to-date and truly modern and is providing state-of-the-art levels of performance,” says Trevett.
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