like everyone else in their dog we've heard the rumors about directx12 and
Vulcan and how great they're going to be I mean we're talking stuff like massive
frame rate increases the ability to combine performance between gpus even
those from different manufacturers and a
drastic reduction in CPU bottlenecks so we thought this topic deserved a little
bit of love let's start with what's an API an API or an application programming
interface is defined very roughly as an operating systems available resources
and tools that developers can use to create software with or in other words
they're like the the Lego bricks that a programmer's inner child can use his or
her imagination to build with there are some problems that can arise from this
approach however and whether through the desire to keep the blocks simpler to use
at the expense of their effectiveness or the bloat of supporting Legacy features
and underperforming API can have a
dreadful impact on the performance of the finished program a big problem for
gamers who want more realistic water effects and facial animations but don't
want to spend a th000 bucks on a shiny new graphics card that's where the
mantle API came in AMD sought to give
programmers more direct access to how their software interacted with the
graphical processor allowing them to better optimize their software and
improve performance and while they were generally successful in achieving this
the game support list is still pretty small and without other graph Graphics
chip makers on board that train was unlikely to ever leave the station that
is where the more established Graphics API players you may have heard of
Microsoft and Kronos that's where they come in they're poised to deliver their
directx12 and Vulcan apis respectively
and while these are technically two different approaches they seem to be
headed towards similar goals both work to minimize graphical driver overhead by
simplifying protocol routes and reducing operation redundancies and both aside
from adding features for more Simplicity and realism Etc Focus heavily on
preventing draw calls the commands given by the CPU to the GPU to render
something from being a bottleneck as more and more objects appear on screen
in a given scene oh and also to assist multi-threaded CPUs with more evenly
spreading out their workload to theoretically improve performance by
Leaps and Bounds but as amazing as some
of the demos we've seen have been I mean Microsoft showed off more than double
performance in the asteroids demo at GDC 2015 the rainbow probably won't stretch
as far as some may hope especially with existing games where the bottlenecks
being alleviated were already minimized during the development process but
that's not to say that the future with unbelievable numbers of objects and
effects isn't something to get excited about for everyone from the guys who do
want to buy $1,000 graphics cards to the guys running several year old Hardware
since both Vulcan and direct X12 will work on EX existing graphics cards as
long as you have a compatible operating system and driver and while the chances
are the rainbow won't stretch as far as some hope with first reports of real
game FPS increases being pretty small
the longer term effects of newer better tools are hard to measure with old
structures and to think that this extra Headroom is going to go unused for long
seems fairly naive no matter how many blocks they put in the bucket there's
always like that one kid who isn't happy until they've used every last one for
their castle and likely that kid has already started building speaking of
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pretty much it guys thanks for watching watching this video like it if you liked it dislike it if you thought it sucked
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