Why would they bother optimizing for old consoles? PC is more flexible. Probably there will be two versions of the game. DX12U, and DX12. One version for consoles and RT PCs, and other for non-RT PCs. Doom has Vulkan, and OpenGL versions. Just run different .exe file and that is it.
I kinda get your point, but in the context of more or less every previous transition period, this must be comparatively a piece of cake. After all, last time round devs were having to juggle some quite bespoke archs, especially on the CPU side.Yes as I said it for PC its not as big of an issue, my post was talking about making it more complex for current gen and next gen consoles. It would make it more difficult since they are so vastly different seeing as they are far older. Less so for Xbox since they already use DX12 unlike PS.
As far as I understand it, the PS5 is gonna support Vulkan. Seeing as RT appears to be similar with DXR 1.1 from this new Ultimate to Vulkan, it's possible this and its benefits will also be applicable to the new Playstation. Is that right?
As far as I understand it, the PS5 is gonna support Vulkan. Seeing as RT appears to be similar with DXR 1.1 from this new Ultimate to Vulkan, it's possible this and its benefits will also be applicable to the new Playstation. Is that right?
I'd assume that Sony is using its own custom API for this. Vulkan only officially gained Vulkan support a few days ago.
Sony needed an API to support its console long before now. Microsoft has had developers working on DXR since 2018.
That sure is interesting Mark
Sony should have been working with the Vulkan group to have a PS5 version. To me, that would have been smarter and easier for developers most likely. Though hard to say if it would be beneficial since it would likely break backwards compatibility.