I’m more excited about the upcoming support for VST3, but this is still welcome news. It is far easier than getting hardware encoding working with Rockchip SoCs on Linux.
> Metal takes Direct3D's object-oriented approach one step further by combining it with the more "verbal" API design common in Objective-C and Swift in an attempt to provide a more intuitive and easier API for app developers to use (and not just game developers) and to further motivate those to integrate more 3D and general GPU functionality into their apps.
slightly off-topic perhaps, but i find it amazing that an os-level 3d graphics api can be built in such a dynamic language as objective-c; i think it really goes to show how much optimization put in `objc_msgSend()`... it does a lot of heavy lifting in the whole os.
Great article. The description of how they handle shaders is just bonkers to me.
Is that really what you’d have to go through to have a working system with plugin shaders from 3rd parties on multiple backends? Or is mostly the result of time and trying to keep backwards compatibility with existing plugins?
Telling external devs “Write a copy in every shader language” would certainly be easier for the core team but that’s obviously undesirable.
I hope Modern GPU APIs are just a stepping stone to something simpler. OpenGL is loved and hated; and I have grown to love it after using the new stuff.
I'm no expert on topic. So, I maybe understood only 5% of what I read but I wish we had more posts like that. Announcements without any technical details sounds like marketing pieces.
Vulkan is not supported on game consoles, with the exception of Switch, and even there you should use NVN instead.
It is not officially supported on Windows, it works because the GPU vendors use the Installable Client Driver API, to bring their own driver stack. This was initially created for OpenGL, and nowadays sits on top of the DirectX runtime.
On the embedded space, the OSes that support graphical output many are stil focused on OpenGL ES.
Vulkan capture support on Windows was introduced in v25 (on linux you need to use a plugin). There is no Vulkan renderer support—which the post clearly stated...
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[ 251 ms ] story [ 933 ms ] thread- recording your screen but not streaming
- you are not customizing what goes into your screen
Then use something else. GPU screen recorder has a lower overhead and produces much smoother recordings: https://git.dec05eba.com/gpu-screen-recorder/about/
“OBS Studio Gets A New Renderer: How OBS Adopted Metal”
Turning off nearly everything iCloud- or Spotlight-related is a pretty good start; disable network access and you may find even more pearls of wisdom.
Is that really what you’d have to go through to have a working system with plugin shaders from 3rd parties on multiple backends? Or is mostly the result of time and trying to keep backwards compatibility with existing plugins?
Telling external devs “Write a copy in every shader language” would certainly be easier for the core team but that’s obviously undesirable.
Vulkan support was introduced in OBS Studio 25.0 in March 2020, 5.5 years ago.
It is not officially supported on Windows, it works because the GPU vendors use the Installable Client Driver API, to bring their own driver stack. This was initially created for OpenGL, and nowadays sits on top of the DirectX runtime.
On the embedded space, the OSes that support graphical output many are stil focused on OpenGL ES.