auf dem Niveau von Microsofts Schnittstelle
Autor: ManInTheMiddle 14.02.17 - 15:10
Was ein Entwickler der Engine dazu sagt:
IHVs engineers know very well that I've been crying for years (since multi-core CPUs started to become standard) to allow us to record GPU command buffers on separate thread. But that didn't happen in DX10, nor DX11, nor any of OpenGL iterations. So our engine was adapted to work with what we had. Now that DX12 and Vulkan came, it will take quite some rewrite to get it all turned upside down. Until that's done, Vulkan will be at disadvantage. But the very fact that it is close to DX11 in speed while it's working practically in emulation shows how much potential there is. This discrepancy is what you see in Doom and TTP vs RorTR.
GL and DX11 will remain as compatibility fallbacks for a while. But Vulkan is the way forward.