Vulkan, Metal and...? #6
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Vulkan was never meant to be used directly but instead to create intermediate graphics-libraries and engines with. See this post by a senior moderator for the Khronos Group (responsible for Vulkan, Open GL, Web GL and more):
I'm not sure what the Vulkan eco-system is like in 2024 but I would suggest against using Vulkan directly unless bare-metal access is strictly necessary. As visualizers were running on decades-old non-accelerated hard-ware, I don't see why this would be a necessity for Project M. |
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As Mischa already posted in his wishlist, Vulkan would probably be the 3D API of choice for most platforms. There are currently two platforms where Vulkan cannot be used (at loeast not directly):
Then there might be platforms like (older) mobile devices which don't have Vulkan support. It's definitely worth discussing whether we'd need a more flexible renderer with different backends (e.g. both Vulkan and OpenGL), which would improve compatibility, but require more implementation work as the rendering API would have to be abstracted (which isn't generally a bad thing to do anyway). In this case, writing a native Metal renderer would also be possible. Since different rendering APIs have different features, presets would have to be aware of that - which also applies to shader and GPU features/specs as well.
In the end, the core library would be more like a specialized 3D engine for audio visuals, so we may treat it as such.
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