(no title)
Crisco
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6 years ago
So I have no experience in 3D graphics and very little experience in game design (I wrote a 2D game in high school but that's it), but if they are already going from DX9 to DX11 why don't they go to another library that supports all the platforms they already develop for such as Vulkan? I'd imagine that would better future-proof their game to make adapting to other platforms that are released in the future easier. So how hard would it be to go from DX to something else? As stated before, I have no experience in this area so I'm being completely sincere with my question.
Pfhreak|6 years ago
To answer "How hard could it be?", the answer is, "Surprisingly hard". Games rely on weird interactions with hardware and need to smoothly render at a consistent FPS. Often a revision bump in a library might introduce subtle changes (for example, a difference in how numbers are rounded might cause z-fighting or change the way shadows are rendered). All of those need to be discovered and fixed. Not to mention that DirectX uses a totally different shader language than Vulkan, so you have to get in there and translate all that code over.
It's definitely non-trivial. Doable, but non-trivial. I don't blame the devs for making a cost/benefit analysis and realizing they would never recoup the cost.
Given the economies of the games industry (where studios are basically always one step away from complete failure and being dissolved into nothing), I appreciate the need to focus on not losing money in this way.
tambre|6 years ago
Vulkan doesn't really have a shader language unless you want to write SPIR-V assembly. Thus you'd use either GLSL or HLSL. Microsoft's own DirectX HLSL compiler[0] supports SPIR-V as a target in addition to DXIL.
[0]: https://github.com/microsoft/DirectXShaderCompiler
Crisco|6 years ago
ssully|6 years ago
[1]: https://arstechnica.com/gaming/2020/01/rocket-league-will-dr...
Crisco|6 years ago
fsloth|6 years ago
cwyers|6 years ago
protanopia|6 years ago
pandaman|6 years ago