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Posts Tagged ‘Vulkan’

First DirectX 12, Now Vulkan

About a week ago, I posted my thoughts on AMD putting an end to Mantle and what that could mean for DirectX 12. While I was pretty excited, some people were quick to remind me that while DirectX 12 is low-level, it’s still proprietary. Well the good news is that I only had half of the story. Not only was AMD pointing developers to DirectX 12, but they also started pointing them to the new API from Khronos Group, Vulkan. For those unfamiliar with the Khronos Group (as I was a few days ago), they are the people responsible for OpenGL. In short, this API was originally designed for graphics workstations and while it could be used for gaming purposes, the code was built up over the span of 20 years making it difficult to program to. OpenGL ES was cleaner, but was only designed towards mobile devices. This is where Vulkan comes in. Vulkan has taken the best and brightest features of Mantle and brought the “close to the metal” concept to a completely open and cross-platform API. To put it simply, what DirectX 12 is accomplishing for Windows, Vulkan should be able to accomplish for pretty much every major graphics player in the industry including the Big 3 (INTEL, AMD, NVIDIA). Those of you who wanted something non-proprietary; it looks like you got it and it isn’t fragmenting the industry, which was a concern back in the early days of Mantle. The other really interesting thing about Vulkan is what it could mean for the future of SLI and Crossfire. Rumors ...

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