graphic production

  • Me: wow this landscape is gorgeous where is this i wish I could go th...
  • Me: *squints*
  • Me: this is a video game isn't it

Been playing around with the pen tool, illustrator and photoshop. Life is a little hectic and I think I needed to spend some time reminding myself that things will work out, which ever way that is.(Side note: the font isn’t mine, it’s called Bromello, I am currently in LOVE with this font). Have a good day <3  

anonymous asked:

Hello. Sorry if you're asked this question before. But, why do developers still insist on using DirectX as renderer on PC versions of their games even tho Vulkan is proven to be more viable and better performing solution?

There’s a lot of reasons. Vulkan doesn’t support older versions of Windows like XP when there are an awful lot of players with min spec or low spec PCs who still want to play. Microsoft has a vested interest in promoting DirectX and a lot of publishers that want to publish on XBone will want to keep a healthy relationship with Microsoft. However, the primary reason is because it just takes a while to adopt a new standard, especially when a huge amount of technology was already written on top of the old stuff. Vulkan might be the hot new thing, but it was only released a year ago. It’s going to take a little time before big budget games start showing up using Vulkan en masse.

Almost all current and in-development PC titles were built on a DirectX foundation, and they’ve been doing so for years and years. DirectX is tried and true; even if it isn’t the best performing solution now, engineers have spent years getting to know its strengths and weaknesses very well. That means that the code they wrote and the systems they created were built around assumptions on the platform they’d be using. Most publishers build a common set of core technologies that get used by each of their studios, and these publishers usually aren’t willing to risk tens of millions of dollars on barely-tested new technology. Just because Vulkan performs better doesn’t mean the switching process is trivial. All that technology that the studios have been using still needs to be rewritten to take the benefits, drawbacks, and idiosyncrasies of Vulkan instead of DirectX into account. Even though Vulkan is stable and has been out for a year, the technology built on top of Vulkan still needs its own development time, testing, and deployment to the studios to use. And then those studios will need to decide whether they are going to take the time to integrate the Vulkan changes in their currently in-development project, or take the safe route and ship on DirectX before switching the Vulkan for their next project.

Remember that AAA games often take two to three years from inception to ship. Bethesda gave Vulkan a test run with Doom 2016, and it performed well. It was because of this successful trial that Bethesda announced it would continue to support Vulkan in its other upcoming games. But I wouldn’t look for Vulkan in anything for a while - the worst case scenario is that a studio is in full production mode on a title and then something goes wrong with either Vulkan or the engine tech built on Vulkan, causing hundreds of man-hours of productivity to be lost while the issues are identified and fixed. Remember, it isn’t just the engineers who have to deal with any issues that arise Vulkan - it could be everybody working on the game. That’s a difficult ask when you have a deadline that’s approaching fast. It’s dangerous to swap important parts of your car while you’re driving it. It’s much safer to wait until you stop.

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