سلام
دوستان این موضوع میخواستم چند وقت پیش بزارم ولی نمیشد احتمال دادم شاید دوستان بهش اشاره کنن
در GDC 2015 یک API جدید معرفی شد به نام Vulkan که low-level هست .
قابلیت ها
OpenGL uses the high-level language GLSL for writing shaders, which forces each OpenGL driver to implement its own compiler for GLSL that executes at application runtime to translate the program's shaders into executable code for the target platform. Vulkan will instead provide an intermediate binary format called SPIR-V (Standard Portable Intermediate Representation), analogous to the binary format that HLSL shaders are compiled into in DirectX. This reduces the onus on driver vendors, allows shader pre-compilation, and permits application developers to write shaders in languages other than GLSL.[10]
Vulkan is a cross-platform API, and is supported on mobile devices and high-end graphics cards alike. DirectX and Mantle are specific to one OS and one family of GPUs, respectively.
Vulkan is OS agnostic, which greatly improves the portability of applications created using the API. OpenGL shared this advantage, but Mantle and DirectX did not.
Vulkan has better support for modern systems that use multithreading.
Vulkan reduces the load on CPUs in situations where the CPU is the bottleneck, allowing the GPU to reach its maximum potential (and consequently, framerate)
یکی از قابلیت که متوجه شدم cross-platform هست حتی گوشی موبایل هم پیشتیبانی میکنه و ساپورت multithreading
و خیلی جالب موتور Source 2 هم از این API پشتیبانی داره ! یحتمل Valve برنامه ریزی خیلی خاصی رو این موتور داره و شاید Steam OS مشاهده کنیم
کمپانی های پشتیبان