chiefGui
(chiefGui)
March 25, 2014, 4:25pm
4
Any engine itself creates higher layer for coder and it’s made for you so no need to care about those APIs and concentrate on gameplay code and content, thats one of the point why developers do Engines first. Renderer plugins suppose (as there always be some diffrences) to be seamless, work the same, behave the same and most impotently look the same and your gameplay code should work the same regardless of renderer used.
Mac already using OpenglDrv renderer and as you see no body discussion much about it other then prefermence So at most what you will be dealing with in this topic is profiling for specific renderer and hardware, but as i know Unreal partly do that for you too
Thank you for your explanation. Good to know that we have nothing to worry about.
I think it’s good to have a grasp of what features those technologies could bring to a game engine and the benefits your games could make from using them. Remember that games are an ultra competitive business arena so if there are any advantages you can gain from adopting new technologies you need to know about them.
Mantle is shaking up the industry as already OpenGL and DirectX are having to adapt and evolve to match it’s performance improvements.
Mantle aims to reduce the CPU overhead of the rendering pipeline and allow multi-threaded rendering. So it takes advantage of modern multi-core cpus and powerful GPU’s*.
*Currently only for the latest AMD GPU’s.
It looks like Crytek are going to use it in their engine and the Frostbite engine (Battlefield, Thief, Plants vs Zombies) is already using it.
But it’s good to see that DirectX 12 and OpenGL are going to provide a similar solution.
Hopefully Unreal will adopt it as well, at least in the interim until Dx12 is released.
Hmm, I see. Thank you for your entry - it’ll be useful since I really want to understand the basics of those APIs. For my future career, it’ll very useful. So, soonish I’ll get into those technologies.
Note: Thief is powered by Unreal Engine 3. Source.