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File: IMG_8591.png (20 KB, 1300x500)
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>filters /g/
>>
Works on my machine
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I wish RADV was on Windows.
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I like it :/
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>>106752783
brilliant api
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>>106752783
>>106752890
Playstation like gfx API
and that's a good thing.
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>>106752890
>VkPipelineRasterizationStateCreateInfo
>VkPhysicalDeviceSeparateDepthStencilLayoutsFeatures
>VkDescriptorSetVariableDescriptorCountLayoutSupport
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>>106753429
it's not designed to be fun to program in, it's designed to be explicit, and descriptive struct names is part of that. for what it aims to do, which is to be a minimal driver overhead cross-platform low-level api for desktop & mobile gpus, it is incredible
>>
>>106753510
>minimal driver overhead!
>just shift the burden onto developers and user space
>just roll back PSOs and subpasses further and further, until you finally give up and make fully dynamic rendering + shader objects
The only thing Vulkan accomplished was making a worse version of DX12. It single-handedly killed the hobbyist graphics community and the human capital required to maintain the world's rendering stacks. Engines have only barely recovered.
Good thing we simplified everything for mobile firmware though, Android devs might get to move on from Vulkan 1.1 in another 10 years.
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>>106753605
what are you on about? vulkan killing "human capital required to maintain the world's rendering stacks" means what exactly? opengl still exists for hobbyists. vulkan was never intended for hobbyist use and non-dynamic rendering is not going anywhere. however, dynamic rendering can be easier to use and has negligible performance impact for desktop, so newer versions now supporting both makes sense. but there was never an extra "burden" from non-dynamic rendering because for dynamic rendering some of the work just shifts to the driver. old vulkan code will still continue to work the same. dx12 otoh is completely locked down to microsoft and isn't multiplatform which automatically disqualifies it from being considered a golden standard. the "engines" will be fine, and its only their developers that need to deal with vulkan directly anyway
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>>106752783
who's getting filtered? This shit literally just werksTM
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>>106754018
The fact you think I was claiming old code was broken tells me a lot.
Once you get past your hello triangle stage where you pretend you're a l33t haxor, you're going to realise how lifeless the Vulkan world really is. All of the cool cutting-edge features lack tooling support for years, 99% of the tutorials still come from the OpenGL days, and features like meshlets are dead on arrival in the ecosystem.
Someone like me can keep up with all this by reading the release notes, docs and academic papers. Someone like you gets giga-filtered but think otherwise because they rendered a spinning cube. We are not the same.
Btw, you should know the just-use-OpenGL meme was stale even 5 years ago, so try shilling for WebGPU next time.
>>
Unironically. /g/ loses it's fucking mind when discussing it.



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