josk Posted March 5, 2015 Share Posted March 5, 2015 Whats this Vulkan from Khronos then? https://www.khronos.org/vulkan Will it be replacing openGL? Will Leadwerks have to change to this? I have no clue about Open GL etc, was just wondering. Quote Elite Cobra Squad Link to comment Share on other sites More sharing options...
gamedeviancy Posted March 5, 2015 Share Posted March 5, 2015 Vulkan is the newly announced name for the next generation of Open GL (pretty much 5.0). It's an update to Open GL, but kind of something new in itself. They rewrote the API. Supposed to be organized a bit better now I believe. Quote "The only true wisdom is in knowing you know nothing." ~ Socrates Link to comment Share on other sites More sharing options...
YouGroove Posted March 5, 2015 Share Posted March 5, 2015 Will Leadwerks have to change to this? At some point it means, rewrite shaders only. IF LE3 is well designed and the editor is graphic API decoupled, the editor will not be impacted only the rendering. When LE3 Will go PBR this could be good at same time to move to Vulkan perhaps. It's unified API so you can make a game for desktop, mobiles, consoles and drivers should be less problematic. Valve support is also a big point. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
AnthonyPython Posted March 5, 2015 Share Posted March 5, 2015 if valve support's any thing it is a big deal period xD Quote OS: Windows 10 Pro CPU: i3-10100 CPU @ 3.60GHz GPU: NVIDIA 2060 Super - 8 GB RAM: 32 GB Link to comment Share on other sites More sharing options...
DerRidda Posted March 6, 2015 Share Posted March 6, 2015 Here is Khronos Group's panel from GDC: 2 Quote Link to comment Share on other sites More sharing options...
Josh Posted March 6, 2015 Share Posted March 6, 2015 Yes, this is basically what OpenGL 3 was supposed to be. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
DerRidda Posted March 7, 2015 Share Posted March 7, 2015 It sounds like basically all OpenGL 4.2/.3 hardware should be able to handle Vulkan, could be quite worthwhile to pursue it as you might not even be excluding a single customer that can already run LW today but rather add a few new ones as it seems that the Intel Linux drivers could support Vulkan before they are even close to OpenGL 4. This might also be the stepping stone back into sustainable mobile support because it should work on all GLES 3.1 (or higher) hardware, if the drivers happen. I hope you are staying on top of this. Quote Link to comment Share on other sites More sharing options...
Josh Posted March 7, 2015 Share Posted March 7, 2015 Very very interested. OpenGL is overdue for a big revision and having low-level access would be great. I assume they're getting rid of all the state ****, that has been on the map for years. One cross-platform graphics API that is actually cross-platform would sure be nice. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
YouGroove Posted March 7, 2015 Share Posted March 7, 2015 So this means Mobile support back ? Mobile games are faster to make, more fun to make, and direct to sell on Google or Apple Store. I hope LE3 will come back to mobile if the API is full cross platform ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted March 7, 2015 Share Posted March 7, 2015 I think it's too soon to say that. Vulkan is probably two years away from being usable, and no clear demand has been established for mobile support. But this is a step in the right direction for computer graphics. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
HeadClot88 Posted March 8, 2015 Share Posted March 8, 2015 I think it's too soon to say that. Vulkan is probably two years away from being usable, and no clear demand has been established for mobile support. But this is a step in the right direction for computer graphics. They are using mantle courtesy of AMD so they have a big leg up this time round. Opposed to writing it from scratch. It may be sooner than 2 years to be honest as Brad Wardel at Stardock has been tweeting about DX12 and Vulkan like no ones business and how awesome it is. EDIT: Initial specs and Implementations expected later this year Quote Link to comment Share on other sites More sharing options...
xtom Posted March 8, 2015 Share Posted March 8, 2015 Here's hoping the amd/mantle connection could be good news for folk like me on integrated graphics amd apu. Quote Check out my games: One More Day / Halloween Pumpkin Run Link to comment Share on other sites More sharing options...
DerRidda Posted March 12, 2015 Share Posted March 12, 2015 Another GDC video: Quote Link to comment Share on other sites More sharing options...
codeape Posted March 12, 2015 Share Posted March 12, 2015 I think this article show the differences of OpenGL and Vulcan quite well: http://www.phoronix.com/scan.php?page=article&item=khronos-vulcan-spirv&num=1 There is already a nice Vulcan debug tool in the works called GLAVE: http://www.phoronix.com/image-viewer.php?id=khronos-vulcan-spirvℑ=vulkan_announce_2_lrg Quote Link to comment Share on other sites More sharing options...
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