I suspect that'll change. Sony and Microsoft are both using more or less standard AMD GPUs, and game (engine) developers will demand it.
I suspect that'll change. Sony and Microsoft are both using more or less standard AMD GPUs, and game (engine) developers will demand it.
AAA studios are doing quite fine with the current API that are even lower than Vulkan.
Indies with FOSS background seem to have a hard time to grasp how the games industry works in terms of IP, technology stacks and outsourcing for platform ports.
> No, indies will demand it.
> AAA studios are doing quite fine with the current API that are even lower than Vulkan.
Meaning of "AAA" is totally mixed up, so there is no point to use this term without explaining what you mean. Indie might mean independent indeed, but what AAA stands for is completely ambiguous. You might mean projects with big budgets, but they can be independent as well (Star Citizen), so you can't use it as some universal category. For the reference Star Citizen is going to use Vulkan.
Regardless of what "AAA" is supposed to mean, they will use whatever will cut their costs to do the job well enough. And cross platform options surely will, if they'll be available.
It makes me think of a big budget game made by a company that makes big budget games and primarily publishes them through mainstream channels. It makes me think "opposite of Indie". I don't think that there's an indisputable, unambiguous definition of either term.