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File: 1780654654465.png (35 KB, 442x170)
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Someone should make Vulkan, but make it not require an advanced shader pipeline.
A version of Vulkan that would make zero assumptions and would be so portable that it could run on everything from PS1, Wii, DS, 3DS, all the way to modern computers.
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>>108984585
>Someone should make Vulkan, but make it pointless
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>>108984595
Running on all possible GPUs and PPUs available to mankind is pointless?
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>>108984585
It's called OpenGL, anon
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>>108984606
yes, no one cares about your 30yo ewaste console
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>>108984613
his favourite clip farming content creator told him OpenGL is deprecated, it's no use
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>>108984613
OpenGL doesn't run on PS1, or any of those consoles I mentioned.
Except for 3DS, which uses GL 1.1 ES
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Vulkan2OpenGL
Pretty sure there are dozens of it on github
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>>108984668
doesn't make sense Vulkan is lower level, it'd be like writing shit in assembly and compiling it to C
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>>108984585
webgpu native
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>>108984585
"an advanced shader pipeline"?????

you can write as simple of a shader as you want. are you saying you don't understand descriptor sets and render passes???
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>>108984585
In theory Vulkan is already great and exactly that, in practice the fact that all GPU manufacturers are faggots makes it unbearable to use, especially for anything advanced you have to constantly probe for extensions and capabilities which may or may not be supported, making everything giga painful.
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>>108984585
WebGPU is literally it, you don't have to use web technologies to use it though
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>>108986616
Vulkan requires shader support. Older consoles do not support shaders
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>>108986616
>you have to constantly probe for extensions and capabilities
I'm using vk-bootstrap for this.
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>>108984585
I don't think you've written any Vulkan code, even "hello triangle". It was designed from scratch for fully programmable GPUs. It doesn't have any concept of fixed-function transforms or lighting or anything like that. Most non-mobile Vulkan games don't even declare vertex descriptions and use vertex pulling instead. The idea of "vulkan but without shaders" just doesn't make much sense.

Also, the PS1 is a very quirky piece of hardware and any renderer needs to be built around its quirks. It doesn't have a hardware z-buffer so you need to pre-sort your geometry somehow. It doesn't have perspective-correct texture mapping so you need to tessellate large flat geometry yourself.
This is all before you consider how resource-constrained the whole system is. You can't expect a single library to work well with both the PS1 and "modern computers" unless your needs are limited to drawing coloured squares.
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>>108986957
>unless your needs are limited to drawing coloured squares
usually one needs to draw pixels
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>>108986957
I know that, but it has the way to query GPUs and see what kinds of features they support.
This could be used in a vulkan-like API that also supports fixed pipeline to support older console devices
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>>108986971
so what you want is a memory mapped framebuffer drawn to by the cpu
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>>108984585
>an advanced shader pipeline
what do you actually mean op, all graphics apis require shaders. It's how the hardware inherently works.
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I may as well ask away here instead of opening a separate thread.

I use Win 8.1 Pro. Is there a way for me to use DX12 through vkd3d proton, or is that solely privileged for Win 10/11 with WDDM 2.0 (8.1 only have WDDM 1.3) and there are no workaround for it? I have caught a few glimpses of videos over the web and a few comments over leddit claiming that it's possible. But I'm superstitious yet want it to work so bad.
Here's the video but he tells you to download something from google drive, which I don't trust it. So I chose to download from the project page and it didn't work at all.
https://www.youtube.com/watch?v=6hlg7s9Pjos
Am I gullible or too cautious or both, I can't tell.

So far I have failed to make it work and started to question if I just wasted my time. Can any anon help me out? Can I bypass window checks with SetACL to force individual programs to use DX12 without checking compatibility, or some wrapper that I have skipped or overlooked?
Should I have trusted this video from 5 years ago and welcome a potentially outdated dll file to my system? I'm puzzled.
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>>108984585
I'll make the logo.
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>>108987183
anon, as other anon indicated, a fixed-pipeline totally-not-opengl graphics library for PSX would be so paper thin that there's no reason just to implement it yourself. all such a library would provide you is a matrix stack, matrix-vector multiplication, culling, and perspective divide. such a library is only a few hundred lines long. no lighting, no clipping, no z-buffer, no tessellation, no fragment tests.
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Respectfully just learn Vulkan OP
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I'm more interested in something like Raylib, but with even less functions. Something that can work for drawing simple gui application widgets. I'm currently building a text editor with Raylib, but use like maybe 10 functions Raylib offers and don't care for the rest.
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>>108984585
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>>108984648
OpenGL is a spec for an API, a platform not providing an implementation doesn't mean it "doesn't run on it"
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>>108987661
maybe, i think i did it for a while before I switched to linux and people were definitely doing it for windows 7
you just drop the dlls in the game folder next to the executable and it should load them from there
unreal engine games might be a bit difficult since i think they load dlls weird
you'd need to use a very old version of vkd3d as the newer versions have hard dependencies on newer vulkan features and not everything would work
if they're doing hard version checks as opposed to feature availability checks you'd also need some kind of version spoofing dll

the only real problem i see is AMD and NVIDIA cut off driver support for 8 well before 7 so even the version of vkd3d that people were using on 7 might not work for you
there might be ways to get 7 drivers working on 8?
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>>108984585
Dumb idea
Go back to flipping burgers
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>>108984585
Plug all that into Claude and there you go. Done.



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