Low-overhead rendering with Vulkan on Android
android-developers.blogspot.com
android-developers.blogspot.com
It's sad that it doesn't include Apple, most likely because they have now their Metal API.
[1] http://venturebeat.com/2015/08/10/khronos-wins-support-from-...
EDIT: here's another list of hardware vendors: AMD, ARM, Intel, Imagination, NVIDIA, Qualcomm, Samsung.
https://www.khronos.org/news/press/khronos-expands-scope-of-...
WebGL is making progress via extensions with Uniform Buffers, instanced geometry, etc., but as most people end up using e.g. Three.js, it seems like exposing a sane, more fine-grained API would help everyone.
[0] Knowing full-well that WebVulkan naturally won't magically solve any performance issues, and seems to be a very different beast https://twitter.com/Tojiro/status/628660898756825089
WebGL, HTML, DOM, and most other web technologies suffer from not being consistent and they are full of bugs. How many graphics cards have been blacklisted from WebGL because the drivers don't have the required features or have too many bugs? [1][2]
[1] https://www.khronos.org/webgl/wiki/BlacklistsAndWhitelists [2] https://wiki.mozilla.org/Blocklisting/Blocked_Graphics_Drive...
A year ago I wrote a bit about how OGL3 and D3D9 were well designed for the hardware when they came out. But, the hardware has changed dramatically since then. After a decade of incremental changes, graphic APIs really needed a clean break from the past to move forward. https://news.ycombinator.com/item?id=8146533
https://www.khronos.org/registry/spir-v/
Not only the Vulkan API but new programming languages will target this IR, so far it appears to be an innovative architecture for concurrent software, that integrates graphics and compute, not a bolt-on like OpenCL.
Vulkan aims at doing less but predictably so, devs will have more work to put in at first, but at least they understand what going on.
see this thread for a comparison demo https://news.ycombinator.com/item?id=10034574
>Vulkan aims at doing less but predictably so, devs will have more work to put in at first, but at least they understand what going on.
The engine devs will probably know exactly what's going on and be able to optimize accordingly. The actual game/application devs will probably get a new, easier-to-use black box and be extremely happy about it.
> So the game is guessing what the driver is doing, the driver is guessing what the game is doing, and the whole mess could be avoided if the drivers just wouldn't work so hard trying to protect us.
That was what I've read too.
All in all the 3D world is a massive clusterfk blend of many common failure seen elsewhere. Trying to hide too much backfires.
I don't know if Vulkan will influence hardware design toward something more regular, and ultimately open source drivers (a long unicorn, the most blatant missing part of the mainstream open source adoption)
(The article doesn't touch Vulkan but the state of DirectX vs OpenGL)