As some of you might know,there is a fairly new graphics API called Vulkan which has a lot of people talking since it's said to be very effective(so much that some says that it rivals DX12) and it's cross-platform,unlike DX12 which only works on Windows(Windows 10 only even).What's more is that AMD and Nvdia both are backing it.
I just wanted to know,what is your thoughts on this API?Will it be a success?Is there any chance of it outmatching DX12?Will you get it?Feel free to discuss
I just wanted to know,what is your thoughts on this API?Will it be a success?Is there any chance of it outmatching DX12?Will you get it?Feel free to discuss
After what has felt like ages waiting in the wings, the Vulkan 1.0 graphics API has at long last arrived from Khronos Group. The successor to OpenGL, Vulkan 1.0 is a next-generation, open standard graphics API designed to extract as much graphical and compute performance possible out of graphics cards. To you and I that means getting more performance and greater power efficiency, for less.
Unlike DirectX 12, which Microsoft maintains a fairly vicelike grip over, Vulkan is a totally open standard and can be used for games as far reaching as Windows PC, Linux, Android, consoles and Mac OS, to name but a few. It’s been built from the ground up to work across a variety of platforms, which in theory should mean porting games has never been easier.
Now a lot of people would point towards OpenGL and the tepid reaction to it from developers, but Vulkan has some significant backing this time around, with AMD, Nvidia, Valve and Oculus all throwing their weight behind it. Much like DX12 it revolves around a low abstraction API, allowing developers deeper access and greater control over both GPUs and CPUs.
Vulkan Backers
In theory this means a removal of potential bottlenecks, which should in turn allow for better visuals. Vulkan's memory management tools should also help eliminate instances of stuttering, which could prove invaluable for VR users. The twist on top of DirectX 12 of course is Vulkan’s open-source nature and royalty free - these benefits are available on all platforms.
You may remember AMD attempted a very similar feat with its ill-fated Mantle graphics API. This bit the dust when Vulkan was announced, as it was essentially everything AMD was trying to achieve and more.
"The promotion of open and scalable technologies continues to be the focus at AMD, as a pioneer in the low-overhead API space," said the AMD’s Radeon Technologies Group boss Raja Koduri. "As a member of the Khronos Group, AMD is proud to collaborate with hardware and software industry leaders to develop the Vulkan API to ignite the next evolution in PC game development".
Both AMD and Nvidia have pushed out beta drivers with fully integrated Vulkan API support so things are off to a swift start. The Talos Principle devs are even planning to push out a Vulkan-enabled update for its first-person puzzler today, so you can opt into that version if you want to give it a try.
This is just the start of course, and after DirectX 12's ponderous beginnings it's good to see Vulkan up their game. It's certainly interesting from a Nintendo perspective to see them back Vulkan, they're in dire need of third-party support for the Nintendo NX and this move can't do any harm.