Comment by magicalhippo
3 days ago
I was going to say "again?", but then I recalled DirectX 12 was released 10 years ago and now I feel old...
The main goal of Direct3D 12, and subsequently Vulcan, was to allow for better use of the underlying graphics hardware as it had changed more and more from its fixed pipeline roots.
So maybe the time is ripe for a rethink, again.
Particularly the frame generation features, upscaling and frame interpolation, have promise but needs to be integrated in a different way I think to really be of benefit.
The rethink is already taking place via mesh shaders and neural shaders.
You aren't seeing them adopted that much, because the hardware still isn't deployed at scale that games can count on them being available, and also it cannot ping back on improving the developer experience adopting them.
How far or any examples for neural shaders? I try to search for it but 90% of all results are AI generated nonsense.
Don't forget mantle.
Did not Mantle become Vulkan?
Yeah but that doesn't mean that much of Mantle is recognizeable in Vulkan, because Vulkan wanted to cover the entire range of GPU architectures (including outdated and mobile GPUs) with a single API, while Mantle was designed for modern (at the time) desktop GPUs (and specifically AMD GPUs). Vulkan basically took an elegant design and "ruined" it with too much real-word pragmatism ;)
While I didn't forget about it, I did misremember the timeline. So yea, Mantle should definitely be mentioned.
I remember reading about directx 1 in PC Gamer magazine