:)Ī: First, because The Talos Principle is a great game! Believe me - I've played it! :) Otherwise it's a bug! Except if it looks better û then we'll just call it a feature. The Talos Principle will look exactly the same as on other gfx APIs (Direct3D 9 and 11, and OpenGL). Q: So, we can expect new super-duper graphics effects and more explosions?Ī: No, this is graphics _programming_ interface, not effects designer. It's really great to have that much control. You better know what you're doing, because you won't get any help from the driver. Bad because there's a lot more coding and in general, it's a more complex approach. Good for performance reasons, because driver doesn't assume what game wants to render (I won't go into any more details here, sorry). This is both good and bad at the same time. You have to do a lot of things manually, instead of relying on drivers to do the work for you. Now, why was Vulkan support added to Talos?Ī: Good question! We (Croteam) firmly believe that Vulkan is really the best low(est)-level API there can be. What's Vulkan again?Ī: A PORTABLE low-level graphics API, that works across many GPU vendors (NVIDIA, AMD, Intel, Qualcomm, PowerVR.) and OSes (Windows, Linux, Android). It served its purpose to get things started and I think that a lot of Mantle is now incorporated into Vulkan. But portable, not restricted to just one GPU vendor. But again, portable, and not restricted to iOS and OS X.Ī: Right again. A: Vulkan is a great new graphics programming interface that has much less overhead compared to previous APIs like Direct3D 9, 11 or OpenGL.Ī: Quite like it, but portable, and not restricted to Windows 10 OS.Ī: That too.
0 Comments
Leave a Reply. |