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Not having this much problems fixed in the API is being currently worked on with DX12 and Vulcan. The point being removing a huge bunch of the abstraction provided by dx/opengl and thus forcing the dev to write more sensible code.

Currently the engine developer in graphics programming writes something and in reality he has no way of knowing what actually happens on the hardware (the API is just too high level to able to really know much). From there it is the hardware providers job to take out their own debugging tools and make sure correct things happen by having a custom code path in the driver.



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