Comment by dagmx
9 days ago
I said as close to it as possible.
Yes they’re abstractions, because nobody really wants anyone to be writing directly against the ISA either since the vendors need the ability to change things over time.
Again, to my point, it’s about balancing portability and power/perf.
Yet they ended up creating something that makes OpenGL still an attractive choice. That excessive complexity certainly wasnt necessary.
Personally, I'll sit this generation out and wait dor whatever comes after. I ended up switching to doing software rasterization in Cuda because that's easier than drawing a triangle in Vulkan. Cuda has shown me how insane Vulkan is. Like, why even have descriptir sets, bindings, etc? In cuda you simply call a kernel and provide the data (e.g. vertex or storage buffer) as a pointer argument.
Since I have my 3D coding days behind me, even though I am not a fan, the Web 3D APIs are good enough for some shader coding.
If I am playing with something on native applications, definitely an engine, with rendering plugins.
OTOY does their rendering with CUDA by the way.