Linked by Thom Holwerda on Thu 20th Mar 2014 23:15 UTC
3D News, GL, DirectX

DirectX 12 introduces the next version of Direct3D, the graphics API at the heart of DirectX. Direct3D is one of the most critical pieces of a game or game engine, and we've redesigned it to be faster and more efficient than ever before. Direct3D 12 enables richer scenes, more objects, and full utilization of modern GPU hardware. And it isn’t just for high-end gaming PCs either - Direct3D 12 works across all the Microsoft devices you care about. From phones and tablets, to laptops and desktops, and, of course, Xbox One, Direct3D 12 is the API you've been waiting for.

It's great that DirectX works across "phones and tablets, to laptops and desktops, and, of course, Xbox One", but an important adjective is missing here: Windows. With Microsoft playing little to no role in smartphone and tablets, and the desktop/laptop market being on hold, how much of a plus is DirectX on phones and tablets, really? Doesn't Windows Phone's and Windows 8 Metro's reliance on it only make it harder for game developers and houses to port their iOS and Android games over?

Thread beginning with comment 585035
To view parent comment, click here.
To read all comments associated with this story, please click here.
RE[3]: All hopes on OpenGL
by tylerdurden on Fri 21st Mar 2014 21:44 UTC in reply to "RE[2]: All hopes on OpenGL"
tylerdurden
Member since:
2009-03-17


- Not all OpenGL versions (mobile, web, desktop, embedded) are compatible


Same goes for DirectX


- You end up writing multiple code paths for supporting multiple vendors/targets


That's indeed a major failing of OpenGL, but you have similar situations with DirectX when having to support the dot releases (which is usually how MS supports whatever ATI is doing).


- Except for PS3 with ES 1.0/Cg, consoles do not use OpenGL


Except for Xbox consoles do not use DirectX. ;-)

(PS4 and Wii U use some form of OpenGL in varying degrees of bastardization, but these Japanese companies have had traditionally horrendous development toolchains/systems compared to MS).



- C APIs for handling resources are a pain.


Which is why there are C++ wrappers...



- OpenGL lacks standard way to load textures/fonts/contexts/shaders making each developer re-invent the wheel, or hunt for libraries.



Again, that could be an issue or a feature. There are some toolkits that take the pain away, and honestly if you know what you're doing it's not that hard to find the correct devel environment for OpenGL.

It all depends on what the context/situation is. If one is targetting the desktop, it makes sense to marry your fate to Windows since they control the majority of it. Whereas on the mobile/tablet side of things OpenGL dominates to the point of making DirectX almost irrelevant in that space.

One size does not seem to fit all, so each has their pros and cons.

Reply Parent Score: 2

RE[4]: All hopes on OpenGL
by _txf_ on Fri 21st Mar 2014 23:06 in reply to "RE[3]: All hopes on OpenGL"
_txf_ Member since:
2008-03-17

(PS4 and Wii U use some form of OpenGL in varying degrees of bastardization, but these Japanese companies have had traditionally horrendous development toolchains/systems compared to MS).


From what I understand the WiiU toolchain was horrendous (maybe still is). The PS4 has a Clang based toolchain, which according to many, is very easy to use.

Edited 2014-03-21 23:06 UTC

Reply Parent Score: 3

RE[5]: All hopes on OpenGL
by reduz on Sun 23rd Mar 2014 18:40 in reply to "RE[4]: All hopes on OpenGL"
reduz Member since:
2006-02-25

thank god that SN systems compiler is no more

Reply Parent Score: 2