State of Graphics: DirectX 12 & Vulkan

In Second Life we run on OpenGL. Most Windows games run on DirectX. Microsoft has announced DirectX 12. It will essentially make NVIDIA 500 series and older cards obsolete. To use DX12 you’ll need a 600 or newer series card. This video explains what is happening. OpenGL is not left out.

It looks like ATI/AMD is making a replacement for OpenGL called Vulkan. It sounds like Vulcan is targeting more devices than DirectX 12. I expect to see Vulcan working on an Android mobile device way before DX12. I still have serious doubts we will see real time 3D render of good quality on mobile devices in the near future.

So, is the Lab planning to upgrade SL to Vulkan? I don’t know. I’ve asked. Vulkan is open source.

Word is OpenGL will still be developed. I think that odd. OpenGL is referred to in one place that came up in my research as a high level API, higher than Vulkan. The basic geek speak uses high and low to refer to how close you are to the hardware… the closer you get to the hardware the more programming you have to do. With higher level languages the more the language does for you.

Think of it this way… a low level addition command would be written as: place this value in Reg#1 and this other value in Reg2 then preform an XOR operation on then and place the result in Reg3 then move Reg3 to memory as variable X. A high level language would let you write the code as A + B = X and handle all the registers, operations and moves for you.

There are good reasons for using higher and lower level languages and API’s. But, generally we want API’s that produce more overall efficiency. From the other stuff said about Vulkan I would think it should be called a higher level API…. it does way more for the programmer. Whether it is higher or lower it is the next gen descendant of OpenGL.

For those of us playing in SL this means little today. But, suggests that play in Sansar will mean we will need a 600 series card or higher.

If you are looking for more details start at the Wikipedia: Vulkan API.

 

One thought on “State of Graphics: DirectX 12 & Vulkan

  1. While I know this was posted some time ago. To clarify some thins you posted. AMD worked on a lower level graphics API called mantle which became the basis for both Vulkan and DX12. Vulkan is held and developed by the Khronos group (the same people that current hold and develop OpenGL) it was based off mantle just like most of the features in DX12 though both are a bit more hardware agnostic than Mantle was (even though AMD claimed it was it never manifested) Though outside of the 970 / 980 (rarely) and up you won’t really see much of a performance leap (particularly on Nvidia hardware)( though it is improving on the 10xx series Nvidia sitll has places it can improve., that said yeah, both are really nice and should make CPUs much less of a bottleneck for gaming and the like

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