En una pagina de desarrolladores han abierto un tema ptreguntandio a su comunidad, ¿Que opinan de las nuevas APIs?, que incluye a Vulkan, y de este, parece que las herramientas de desarrollo y depuracion seran mejores que sus generaciones anteriores, y creo este es un buen punto para iniciar e incentivar a que se use esta API.
http://www.gamedev.net/topic/666419-wha ... try5215019Seabolt escribió:What are your opinions on DX12/Vulkan/Mantle?
Posted 06 March 2015
I'm pretty torn on what to think about it. On one hand being able to write the implementations for a lot of the resource management and command processing allows for a lot of gains, and for a much better management of the rendering across a lot of hardware. Also all the threading support is going to be fantastic.
But on the other hand, accepting that burden will vastly increase the cost to maintain a platform and the amount of time to fully port. I understand that a lot of it can be ported piece by piece, but it seems like the amount of time necessary to even meet the performance of, say, dx12 is on the order of man weeks.
I feel like to fully support these APIs I need to almost abandon the previous APIs support in my engine since the veil is so much thinner, otherwise I'll just end up adding the same amount of abstraction that DX11 does already, kind of defeating the point.
What are your opinions?
phantom escribió:
Depending on how you have designed things the time to port should be pretty low and, importantly, the per-API level of code for the new Vulkan and DX12 paths will be very thin as they look very much the same in terms of API space and functionality.
Older APIs might be a problem, however again this depends on your abstraction levels; if you have coupled to D3D11 or OpenGL's style of doing things too closely at the front end then yes, it'll cause you pain - if your abstraction was light enough then you could possibly treat D3D11 and OpenGL as if they are D3D12 and Vulkan from the outside and do the fiddling internally.
.. new APIs look much cleaner and much simpler to learn - a few tricky concepts are wrapped in them but they aren't that hard to deal with and, with Vulkan at least, it looks like you'll have solid debugging tools and layers built in to help.
..
Otra parte interesantes es la de 'promit' quien dice ser un ex miembro del equipo de desarrollo de los controladores de nvidia, y habla de que muchos de los programadores de juegos hacen claras violaciones de las reglas de las APIs, usan poco o nada el ambiente multihilo, el cual en las APIs anteriores poco o nada hacian bien, aparte de que el uso de multi-GPUs en todos los casos era deplorable. ambien habla de que las nuevas APIs, lo cual incluye Vulkan resuelve todo o casi todo lo erroneo y problematico del multi-gpu, multi-hilo, etc., pero seguira estadno presente lo de descuidos y violaciones a las reglas de el API usado.
Otro punto a desctacar es que algunos dicen que 'parece' que Vulkan permitira un trabajo mas sencillo al ser mas claro, menos complejo [o al menos mejor explicado y mas entendible los comandos] en la implementacion, lo cual tambien a nosotros como usuarios finales nos interesa, ya que de este optimismo por Vulkan derivara en mas proyectos de software que lo use.