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jPCT - a 3d engine for Java => Support => Topic started by: AGP on February 11, 2020, 07:38:25 pm

Title: Vulkan Support?
Post by: AGP on February 11, 2020, 07:38:25 pm
https://en.wikipedia.org/wiki/Vulkan_(API) (https://en.wikipedia.org/wiki/Vulkan_(API))

https://www.reddit.com/r/gamedev/comments/9furk8/vulkan_java_api_teaching_myself_the_vulkan_api_by/ (https://www.reddit.com/r/gamedev/comments/9furk8/vulkan_java_api_teaching_myself_the_vulkan_api_by/)
Title: Re: Vulkan Support?
Post by: EgonOlsen on February 14, 2020, 09:20:20 am
I briefly looked into it a while ago assuming that it would be just a bit lower level than OpenGL. But it's waaaaaay lower level than GL. It's basically assembly language for GPUs and while I do like assembly language, I don't see the point to port something like jPCT(-AE) over to it. It's a huge amount of work and will most likely open a large can of worms regarding compatibility between devices. And given that jPCT isn't as API call heavy as something like UE or Unity is, I don't think that there will be any benefit at all. Even on my Ryzen 3900X with a Vega64, switching to Vulkan in modern games (if it's even possible) hardly makes a difference (except for Red Dead Redemption 2, which doesn't run at all in DX12 for me).