![]() I tend to agree with Jonathan Blow's comments on Twitter, that the low-level graphics API should be just that: as low level as possible, small, focussed, and not actually intended (but still allowing!) to be used directly. Whether companies are actually willing to invest in a Metal back-end remains to be seen, but considering many of them license their engine for commerical use, I would be surprised if the major players will simply ignore Metal. I think most of the work is not in adding an additional backend like Metal, but in tuning the back-end for some specific piece of hardware (NVidia vs. Xbox One, PS4 and Switch all use completely different API's, for example. Many of them already work across a pretty wide range of back-ends anyway. ![]() ![]() I think it's hard to argue that any of the companies that develop these engines would not be able to also add a Metal back-end. The OP's point was that the companies that make these engines can afford to invest in supporting an additional back-end API though. Decima for Horizon:ZD, KillZone and Death Stranding, Naughty Dog has their own engine (don't know the name), etc. Many console exclusives also use custom engines by the way, e.g.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |