Originally Posted by DracoNB
Its much closer to DX12 than Vulkan would be.
DX12 offers MGPU support, Vulkan does.
DX12 also has a bunch more APIs and parts than just graphics, vulkan is only graphics.
There is a lot missing from vulkan that is in DX12.
Can you please show a source of these financial gains paid to them from Microsoft?
And sorry I can't take ID's claims without massive bias. They've always used OpenGL over DirectX even though directx is clearly superior. How much closer would Vulkan and DX11 be if they'd used it instead of OpenGL?
DICE helped write Mantle which then turned into Vulkan. If there was gains to be had over DX12 don't you think they would have used it?
True, but the Xbox One market share is much lower compared to the PS4 and smaller than the PC installed base. Microsoft pure and simply stopped publishing sales figures for the system last year on October 26, with speculation and an EA executive talking too much saying that the Xbox One has sold around 18 - 19 million while Sony sold 36 million as of January this year. Considering that both the PC and the PS4 can run OpenGL and variants, and Vulkan, my reasoning makes perfect economic sense.
So, you have to wonder why exactly would they pair with AMD in the beginning and then switch to an ecosystem that doesn't bring them advantages in terms of installed player base? There has to be monetary incentives on the part of Microsoft, just as there were when they released Titanfall exclusively on the Xbox One:Respawn: Exclusivity Decision Was out of Our Hands, We’d Have Loved to Be on PlayStation from the Beginning
It was hardly surprising, then, that Titanfall had a lot of hype leading up to its launch. One of the main talking points for a long time was the Xbox console exclusivity, which cut off PlayStation gamers from being able to play it.
In retrospect, Respawn’s Art Director Joel Emslie and Chief Operating Officer Dusty Welch revealed in an interview with PlayStation LifeStyle that the decision was strictly between Electronic Arts and Microsoft, while they would have liked to be on PlayStation from the beginning.
That decision is one that was out of our hands — the EA decision with Microsoft. We would always like these to be multiplatform. The more consumers that can play ’em, the better. It’s not about money, it’s about the audience base, which is important. We would have loved to have been with PlayStation from the beginning. But I think Joel made a good point earlier, which is that Titanfall 2 is a really refined, robust, well-balanced game, so we’re excited that the PlayStation audience, seeing it for the first time, is getting an incredible, highly-rated game.
As to MGPU support, I believe that you are missing a word in your post, the sentence is supposed to end with "Vulkan does not
", right ? I'll assume so. You're right, although from what I've read not only has the Khronos group announced that it's the next update to the API coming, it's also feasible for developers to implement in on their own right now. Of course, having some of the heavy lifting done beforehand is preferable, but it's interesting to note that on this very same topic, not only hasn't Deus Ex: Mankind Divided not left DX 12 Beta status on the 19th of September like they said it would, it also does not yet support DX 12 MGPU configurations as of the last Patch 7 released on the 23rd, so in practice the difference is theoretical at this point, it seems like a complicated job in either case:
As to DX 12 having more than graphics, true, but it's also true that you have OpenCL and it's also true that things like Microsoft's DirectSound are now deprecated and not used much now as other posters have already said. There are good choices used.Edited by tpi2007 - 9/27/16 at 10:43am