GNM is a very good API (full performance, full feature set). I don't see any reason for AAA developers to use any other API on PS4. Vulcan might be good for smaller developers porting their games from mobiles or from PC.I really hope Android, OSX adopt Vulcan, and maybe even PS4 will too.
GNM is a very good API (full performance, full feature set). I don't see any reason for AAA developers to use any other API on PS4. Vulcan might be good for smaller developers porting their games from mobiles or from PC.
Interesting, so in a way Mantle did become open. Or at least it's progeny, Vulcan, is open. And what AMD wasn't capable of doing on its own, Khronos will hopefully be able to do.
Regards,
SB
I even start to ask me in what position is Nvidia about Vulkan.. we dont hear them much about it. Its maybe only a feeling, but i have not seen much from Nvidia lately and DX12 ( just looking at GDC conferences panel )
Not NVIDIA directly, but works for NVIDIA and is part of Khronos:I even start to ask me in what position is Nvidia about Vulkan.. we dont hear them much about it. Its maybe only a feeling, but i have not seen much from Nvidia lately and DX12 ( just looking at GDC conferences panel )
Neil Trevett, the current president of Khronos Group and a vice president at NVIDIA, made an on-the-record statement to acknowledge the start of the Vulkan API. The quote came to me via Ryan, but I think it is a copy-paste of an email, so it should be verbatim.
Many companies have made great contributions to Vulkan, including AMD who contributed Mantle. Being able to start with the Mantle design definitely helped us get rolling quickly – but there has been a lot of design iteration, not the least making sure that Vulkan can run across many different GPU architectures. Vulkan is definitely a working group design now.
edit:
Obviously this tells nothing about NVIDIAs contribution to the API, but it's something someone from NVIDIA said regarding the API
Not NVIDIA directly, but works for NVIDIA and is part of Khronos:
Maybe they just really don't care for others getting a leg up on OpenGL and possibly competing in the HPC market with them?
Yes i know this, ... but strangely, since "GLnext", Vulkan, Nvidia is so silent ..Or they are so verbose in general... ( and for be honest, i get the feeling " some leader of " the old OpenGL team" are clearly out of the project " .. including him.. ( lol, why everyone want to see him lead anything when we see the result on OpenCL and other Khronos project .. who are all but not supported by nvidia lol .. This guy should have been fired fom Khronos since a good time .
its not only about this.. in professional side .. they are 100% silent on the future of professional computing side.. CUDA ? i dont even remember the last time i have see a conference with future roadmap for it..... On gaming side and embedded technology yes.... but professional side .. i dont remember have seen any annuounces from nvidia since a good while.
If the Vulcan compute shaders provide all the OpenCL 2.1 compute features (SPIR-V on both), it would mean that Vulcan would become a direct competitor with CUDA. Not right away, since Vulcan starts with GLSL only. However Kronos has already discussed that C++ based shaders are something that they/partners are already investigating for the future. OpenCL 2.1 C++ SPIR-V compiler already exists, so this might happen sooner than we expect.Yes i know this, ... but strangely, since "GLnext", Vulkan, Nvidia is so silent ..Or they are so verbose in general...
The AMD blog post was written before the Khronos press release, and furthermore was written before the Khronos NDA was moved. The 5th is a placeholder; AMD has nothing further to announce that wasn't already in the blog post and the Vulkan announcement.AMD said they'd share more on Mantle's future on thursday (March 5th), any links on that?
In the sense in which slicing an artery gets some juices flowing, that's a completely true statement.Pixel shaders with dynamic parallelism?... That should get the juices flowing.