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miniupuchaty | 1 year ago
AMD and DICE developed a prototype API called Mantle. Which is what both DX and Vulkan are based on.
Both Vulkan(glNext back then) and DX12 were announced around the same time. VK came a bit later as standards are usually slower in coming to decisions but it's not like VK was reinventing anything from DX.
I remember we were having a laugh reading early DX12 documentation as it was in parts just copied from Mantle with names unchanged in places!
troupo|1 year ago
> Vulkan 1.0 was released in February 2016.
What people forget is that Mantle was basically a proprietary AMD API that they wanted and developed until, well, the release of Metal in 2014 and DX 12 in 2015.
Only then did they "graciously" donated Mantle to Khronos for the development of modern APIs.
Vulkan was not just late. It suffers from the same issues as OpenGL before it: designed by committee, lackluster support from the major players.
shmerl|1 year ago
Opening stuff up formally also takes time. So it all was going towards Vulkan in one form or another and no one was forcing MS to push DX12 NIH while this was happening.
And counter to your point, despite Mantle being "proprietary", MS directly used it to create DX12 (same as Vulkan used it), so AMD clearly didn't have any complaints about that.
mardifoufs|1 year ago
I wonder if that means that dx12 and Vulkan could have a good interop/compatibility story, since they both have similar origins.