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The whole point is to be closer to the "metal". Doing that across GPU vendors would be, well, OpenGL. It's the same as the native interfaces for the PS4 and other consoles - it's supposed to be platform/GPU specific. There's a limit to how much performance a general purpose graphics abstraction can enable.


> There's a limit to how much performance a general purpose graphics abstraction can enable.

that remains to be seen, especially given how similar all the GPUs are today.

if it weren't for the longs peak shambles, we might not need Mantle/Metal.


> if it weren't for the longs peak shambles, we might not need Mantle/Metal.

Given than Mantle is being used in AMD/Windows (in preference to Direct3D - no OpenGL to be seen) it doesn't seem fair to blame only OpenGL.


DirectX has it's own problems.




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