opftrends.blogg.se

The bfg audio
The bfg audio






the bfg audio

I suggested it in Discord and that we should go into that direction if we move the renderer to an abstraction library. It is not tied to Nvidia GPUs but also works with AMD and Intel drivers. It works on Windows (圆4 and ARM64) and Linux (圆4 and ARM64) and macOS through MoltenVK. NVRHI (NVIDIA Rendering Hardware Interface) is a library that implements a common abstraction layer over multiple graphics APIs (GAPIs): Direct3D 11, Direct3D 12, and Vulkan 1.2. Then I stumbled over an excellent article by Alexey Panteleev about Writing Portable Rendering Code with NVRHI. I considered The-Forge, Dilligent Engine, Tiny Renderers (Google) or BGFX for reducing the maintencance costs of the RBDOOM-3-BFG renderer. I was looking for several years for a good abstraction layer of modern graphics APIs like DX12 and Vulkan.

the bfg audio the bfg audio

Vulkan became immediatly the extension hell OpenGL was and all I wanted was a nice and simple API like OpenGL ES 3 but with proper error feedback and more speed. Right now, Vulkan offers many extensions to make those tasks simpler but if you are using modern Vulkan then it is already so different that people demand to make a new Vulkan 2 API. It was even annoying to just render anything offscreen like shadow maps. I was excited when Vulkan was announced but it wasn't fun at all to work with because it is way too verbose and difficult to work with even after 17 years of OpenGL experience. OpenGL was holding back the development of this source port for quite some time and all the HLSL -> GLSL translation code with different outputs for Windows, Mesa and Vulkan GLSL was a time eater. OpenGL is dead and won't be further developed.








The bfg audio