640°

id Software Dev Puzzled By Devs Choosing DX12 Over Vulkan, Claims Xbox One DX12 Is Different Than PC

Microsoft's DirectX 12 appears to be the next generation PC gaming graphical API of choice- which makes sense, given the ubiquity of Windows when it comes to PC gaming, and DirectX's deep integration with Windows.

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TheCommentator3268d ago

Wait, so this guy uses Windows 7 PC's DX12 incompatibility as an excuse to complain about it? Win10 is a free upgrade even for people running hacked versions of Windows. Also, we already know that coding for XB1 is not the same as coding for PC, otherwise I would be able to play PC games on my XB1. The DX12 API does make it significantly easier to port games over using Vulkan though. This guy clearly has a bias towards Vulkan, which is fine, but making up paper thin excuses why DX12 is no good is just silly.

Dabigsiebowski3268d ago (Edited 3268d ago )

Well he is right. The more devs who get away from DX12 then the stronger support becomes for things like Steam OS/linux. Microsoft should be in panic mode because the more games that use other apis besides dx12 then the greater the chance people will start leaving windows.

Vulkan is just as good if not better than dx12, more devs should use it.

krypt19833268d ago

Vulcan don't have shit on dx12 and it will stay the standard sorry the pipeslines are just way too easy for dx12 a crossed multiple systems

Vasto3268d ago

Microsoft should be in panic mode?

Lmao

Keep hating.

BossBattle3268d ago

People are not leaving Windows. It's the most used OS and universally known.

yeahokwhatever3268d ago

The market was favoring OpenGL for a while and PCs went nowhere. So, I'm not sure why you would think that.

uth113268d ago

I would think for games that will be multiplatform at all, writing a Vulkan back-end would greatly simplify porting. I think devs will start adopting it for that reason, once the DX12 hype wears off.

rainslacker3267d ago (Edited 3267d ago )

I doubt people will move away from Windows. The alternatives on PC to Windows just aren't as good as Windows. Some people claim they are, and for some things they are, but Windows is much more robust in both usability and customization than the alternatives. The alternatives do offer some of the same things, or even are more user friendly at times, but they require a bigger learning curve compared to Windows.

Linux is great if you know how to use it. OSX is great if you don't need to use your computer for much or don't care about tailoring it to your own tastes. SteamOS is just a gaming platform. And for all three of those OS's, they still pale in software support for general PC usage. Sure they have all the alternatives, but not the name recognition. I have read more comments about people who want to use these other OS's, but still dual boot into Windows because that is where the programs are.

Windows is here to stay because of it's place in the market, and Vulkan runs fine on Windows. MS doesn't care if Vulkan takes over, so long as people use Vulkan on Windows.

That being said, OGL in general is still the most widely used graphics API available. It's on more devices than DX, and will continue to do so because MS locks DX behind Windows. On PC, DX is still king, but Vulkan or OGL are perfectly suitable alternatives, and going forward, newer GPU's won't be as API specific as they were before, and should be able to handle both API's equitably.

More devs may start using Vulkan due to it being more adaptive to more systems though, but that isn't a problem for MS so long as they still use their wares on Windows....which they will because that's where most of the customers are.

donthate3267d ago (Edited 3267d ago )

Except, a major developer is whining about people choosing DX12 over Vulkan. Actions speaks a lot more than whining in my opinion.

Either way, Windows in gaming is essentially a monopoly in the PC space so nothing is going to let people leave Windows. The people cheering Linux or OSX clearly is out of touch with reality.

I love Linux for servers and development, mostly because the same reason that Windows is great for gaming. The tools are standardized on the platforms, and works great. On the other platform you often have to make odd tweakes and spend a lot of wasted time.

Now with Xbox Play Anywhere, DX12, UWP, and Windows store, it is never a better time to be a game developer on PC. Combine that with Steam and you are golden.

starchild3267d ago

@ Dabigseibowski

Why in the hell would I want to switch over to another operating system? Windows 10 works very well and I enjoy using it. On top of that, we would lose our backwards compatibility, which would be horrible. Backwards compatibility is one of the things I love about PC gaming.

madpuppy3267d ago (Edited 3267d ago )

@Donthate
"Either way, Windows in gaming is essentially a monopoly in the PC space so nothing is going to let people leave Windows. The people cheering Linux or OSX clearly is out of touch with reality."

Yeah, IBM for the longest time was a company that everyone thought you would have to be crazy to think it would be knocked off it's thrown as the Number one tech company in the world.

"I love Linux for servers and development, mostly because the same reason that Windows is great for gaming. The tools are standardized on the platforms, and works great. On the other platform you often have to make odd tweakes and spend a lot of wasted time."

See, even you notice that Linux and Posix compatible OS's are taking over large parts of the tech Industry. Linux changes and improves on a monthly basis, much faster than any other OS in existence, only a person in denial cannot see what is happening, Android (Linux based) ChromeOS (linux based) thousands of embedded systems, Even Linux haters are most likely using Linux in their home without even knowing it. set top boxes, Smart TV's ect... Like with IBM, it's only a matter of time.

MasterD9193267d ago

The average user wouldn't know how to even get away from Windows and go to another OS.

glassgannon9093267d ago

no one ever chose windows for just for dx support and no one will abandon it because of anything related to it.
.people buy it because its the best option for casual pc usage. linux is a tad bit more hardcore and mac is objectively bad for gaming not just because of software but also hardware restrictions.
this is also kind of the reason why i dont get ms's play anywhere thing. i honestly dont think anyone who was content with something else , would now choose windows because it has a few new games.

joeorc3267d ago (Edited 3267d ago )

@Dabigsiebowski
Exactly100%

Right now Android OS default Graphical Api is infact Vulkan, that means Smartphones , smartTV's and Streaming TV box's along with the majority of Tablets use OpenGL and are now moving to Vulkan graphics Api. If its iOS its now Metal as Apple's graphical Api.

That's is a very large development 🎱 pool that will be using Vulcan or Metal as their default graphics Api instead of DirectX.

PC is not the only computing platform with its own Advanced OS and graphical Api.

Google and its partners with Android OS is now one of the largest used operating systems, with Millions of Consumers using their Operating system.

Many developers are now making games and applications. For the Android OS instead of just Windows OS anymore.

This also goes to Apple 🍎 with its iOS, and its Metal graphical Api. Apple 🍎. Sell millions of iPhones, iPod touches , iPads every year..
And the graphical Api used is not Vulkan or DirectX it is Metal.

Between just Vulkan and Metal alone , DirectX for windows May be the Default Graphical Api for The Windows OS ..but for every thing else..DirectX is not even close to being the most used Graphical Api anymore.

@krypt198318h ago
[Vulcan don't have shit on dx12 and it will stay the standard sorry the pipeslines are just way too easy for dx12 a crossed multiple systems]

And in Mobile how is that working out for DirectX?
I'm Sorry , but the fact you and others are so arrogant enough to say Vulkan is or has nothing on DirectX just shows how ignorant. You and others are really being.

But ; that's 👌 you and others can keep thinking the way you have been , and as the mobile space keeps moving forward where more and more developers are coding for it just as much as they are for PC because they have to now.

If you want to think DirectX will now be mobile space's default graphical Api..you go right ahead..reality show quite the opposite outcome.

Its very Easy to frame an argument in a way that only shows one strengths, which Is fine, its far to easy when you just so happen to ignore the glaring weakness of your platform also.

Hey on PC..as far as graphical Api's go directX is the leadership role..but outside of PC..that is not the case. And since. Vulkan & Metal are..you may want to bring down the rhetoric. A little bit about how Vulkan does not have anything on DirectX. Because it does.

LastcenuryRob3267d ago

"Panic mode"....Really? Somehow I very much doubt MS is in panic mode especially since DX12 is pretty darn good.

+ Show (10) more repliesLast reply 3267d ago
Eonjay3268d ago

I think Vulkan will win out overall with so much support and because it is just easier and cheaper to make one code path and have it scale across multiple devices. What he didn't state is whether Xbox One supports Vulkan. I assume it does because... well Doom runs on Xbox One. But in the end, its not about loving or hating Microsoft. its about what is the most efficient method for distributions across multiple platforms. Obviously, since gamers are still on Windows 7, if you can code once, its going to be more efficient than coding twice. I think its going to take some time for adoption, Sony could do it by explicitly supporting and promoting Vulkan on PS4 as the top software platform for AAAs but don't hold your breath on that considering that Sony has an even lower level API that they want to push developers into.

Its a conflict of interest all the way around. Sony wants GMX, Microsoft wants DX12 and everyone else wants Vulkan. There is nothing special about DX12 at all... and there is even less special about GMX... I think Vulkan will win only because it supports more devices. Its like WMA vs MPS vs RA. MP3 became the most popular back i the day because so many damn devices and platforms supported it. No pandering or hate, just reasoning. If Android and iOS and Windows and Mac and Linux all supported DX12 I would say its up in the air but Vulkan just has too much of a real world advantage.

Mulando3268d ago

Why the hell do people still think that you only need one code-path for multiple devices with Vulkan. That's just not true. You must still implement different code-paths for different devices. Just some basic operations may just be the same.
Also DX12 still has some things beside the graphics API inside, nobody is talking about. Sound, input devices etc, everything is included in DX12, while Vulkan is only the graphics part.

rainslacker3267d ago (Edited 3267d ago )

One can use their own graphics API's on Xbox. You aren't restricted to DX except for some system level functions which are built into the Xbox API. Vulcan is useable on X1, or any custom built solution that a dev can come up with....which is quite rare or non-existent nowadays.

In any case, porting between Vulkan/OGL and DX is common, and they share many of the same features to make it even simpler compared to past iterations of the API's. In general, on consoles, even if a dev is using Vulkan or DX, they wills till modify it to suit their needs. The really low level stuff uses the same processes between the chips, the developer just has to be aware of how many of those processes can be used at one time. The reason it's probably better to use DX on Xbox is because the system is designed around the API, and can perform DX tasks with quite a bit of efficiency, thus making it more beneficial, and less work, to simply "port" the code over to DX....which isn't as hard as it sounds. Vulkan, or some variant, is still the primary starting point for most games that are multi-plat though.

That being said, there is no such thing as one code path. If that's what a dev wants, they will have to use a fairly high level API or framework, and that isn't ideal for demanding games because too much power is wasted in the process. However, if a dev is good, they can encapsulate their code to be able to adapt it easier between different API's, and adjust where needed if a system can't do certain things. More often than not, a game engine is used, and the better modern game engines handle all that for the dev, but likely needs device specific optimization.

There isn't really anything "special" about DX12. It's a nice API, and has it's advantages over Vulkan. But Vulkan is just as good in terms of the render pipeline, and is more adaptable due to it's ability to allow more custom code to be attached to it and either circumvent or supplement aspects of the pipeline which don't suit a particular developers needs. DX12 allows this on consoles to some degree, but it can cause compliance issues if done without considering code security and isolation.

You are right though that Vulkan, for the grand scheme of things, actually does have the advantage. Quite a bit actually, and is in use on more devices than MS has available to them. That's just because MS locks DX behind Windows, and it's not available to use on non Windows systems. For games though, they still get Windows support, and thus DX support, because that is where the gamers are.

Luckily going forward, the distinction of DX and Vulkan will be less of a thing in GPU's, as there is more harmony between the two API's through GCN.

@Mulando

Those other, non graphics part of the API are often not used as most game engines have their own built in solutions to such things. Most of them allow for using those extra things though. On Xbox, I believe the only one that is required to be used is the input part of the API. Everything else is up to the dev, and they can forgo DX graphics API's altogether if they wanted to, although I can't imagine why they would. If you notice in most games, there is usually some 3rd party sound solution at play. Developers coding specifically for Windows PC would likely use more of the DX functions available.

joeorc3267d ago (Edited 3267d ago )

@LastcenuryRob26m ago
["Panic mode"....Really? Somehow I very much doubt MS is in panic mode especially since DX12 is pretty darn good.]

Well, you and others may not see it, but there is some kind of mode and its to try to keep developers from using other Operating systems. As well as other frameworks. Other than Windows as the developers. Go to code base for what ever framework. They happen to be going to.

Now Microsoft. Has Built into Windows 10 :

http://www.pcworld.com/arti...

Top it off Microsoft. Also done this:

http://www.theverge.com/201...

If those. operating. Systems were of no consequence, why would Microsoft invest, take resources and put those resources toward adding support for such in Windows 10 OS? Its very simple .

Microsoft. Want to keep the consumer and development community to use Windows 1st before other Eco systems..upto this point Microsoft. Has never had to add Linux command line or an Apple 🍎 OS or a open source OS built into their Windows Operating system this is not just 3rd party doing this..this is Microsoft themselves doing this , so after all of these years with Windows 98 on to Vista , windows 7, or Windows 8.1.

Why would Microsoft now have to invest Time and Money and Resources into another OS outside of their own Windows OS, but now not just make software for those Other operating systems, but now include directly into the Windows 10 Operating system itself and has done so with the start now? Even after unifying the Xbox & PC Eco system..

Its very simple, those other Operating systems has enough Consumers using those Operating systems and enough Developers using another Operating system to build Games & Applications. Without needing or having to use or even for that matter using Windows OS or its DirectX graphical Api..that Microsoft. Now needs to offer such Consumers and developers this option.
They Had no choice, Or it could or may end up getting worse for Microsoft as a company not to do such..

XanderZane3268d ago (Edited 3267d ago )

I thought Phil Spencer said Window 10 and DX12 were Open. Why is this guy flipping out because no one wants to use Vulkan? He can still use it if he wants to. What's the problem?

@uth11
Ok, but it doesn't seem like developers care since many of them are still flocking to it to use in their games. The rest of the industry must be a small few then. The rest of the industry can still use Vulkan if they choose to. So why is this guy complaining. That would be like Wii U fanboys complaining about other gamers buying PS4 and XB1 consoles only. The funny part is, Wii U fanboys aren't even complaining about trivial things. They are sitting back enjoying their game console. Also, I thought MS was trying to get XBL onto IOS and Android in an App form.
https://www.thurrott.com/xb...

uth113268d ago

What MS considers open and what the rest of the industry does are two different things.
Does DX12 run on Mac? No
Linux? No
Android? Ios? No No.

It's the exact opposite of open

Eonjay3268d ago

It doesn't even run on Windows 7 or 8... or Xp. Its closed to Windows 10. Thats the point of this whole story.

rainslacker3267d ago

Open to MS means people can write their software to it without restriction. Not that they can use it wherever they want to, for whatever purpose they want to. DX is free to license, and there is no restriction on the software itself, but it most definitely isn't an open API if one were to use the proper use of the term open in relation to such things.

Tzuno3267d ago

Dude, you sound so selfish, dx12 force people to win 10 and i hate that, i am happy with my 8.1 and i don't need win 10 right now, i don't like it.

otherZinc3267d ago

@TheCommentator,

Spot on, I completely agree!

id, is nothing without John Carmack anyway.

NotEvenMyFinalForm3267d ago

It makes sense. Why use dx12 when vulkan would benefit more people? That is his grip.

XanderZane3267d ago

Why can't developers use both?

+ Show (3) more repliesLast reply 3267d ago
Mkai283268d ago

But (for most in this company) id software has mostly been pro OpenGL, it's only natural that Vulkan would be there preferred API..

1nsomniac3268d ago (Edited 3268d ago )

ID Software have always been against Direct X & Microsoft as a foundation & they've always been the front runner in OpenGL. Competition wise they've been a savour to the industry as a whole but whether it still good enough is questionable at this stage.

At least they're still trying to fight for something they believe in though.

Timesplitter143268d ago (Edited 3268d ago )

According to my limited knowledge of this, Vulkan has more potential 'power' than DX12, but DX12 is easier to work with. And that sometimes results in DX12 performing better than Vulkan, because not everyone does a good job at using Vulkan (or can afford to do a good job at it). Vulkan takes more time and has more pitfalls/risks than DX12 for inexperienced devs. It requires more manual threading/memory management, which is why it also has the potential to be more powerful. It's a bit like comparing C++ to C#

The good news is that industry heavyweights like Epic, Valve and Unity will all do a proper integration of Vulkan into their game engines in the near future, so a lot of people will be able to benefit from it, regardless of their skill level. We'll even be able to make proper Vulkan vs DX12 comparisons by making test projects in Unity for example and switching between the two APIs

Overall, I side with Vulkan in all this. Proprietary, limited-platform things suck in general. That's why Valve, Epic and ID Software are all pushing for Vulkan's success

rainslacker3267d ago (Edited 3267d ago )

"C++ to C#"

That's a bit extreme. C# is a framework language which has a ton of overhead, but has the ability to run on any system that has .NET installed(even if it's not windows).

DX itself is not anywhere near that level of abstraction, and for the most part, runs on the same abstraction layers that Vulkan runs on.

Vulkan is more robust in that it allows more flexibility for those that know how to utilize it. For an experienced dev, more often than not, they will get much better performance out of Vulkan than they will out of DX. This is because DX doesn't allow as much customization and side loading of tangent processes. DX is more restricted to what is available within the API itself, and while there is a lot to the API itself, it doesn't allow for some tricky solution which substantially increases performance to be implemented as easily, and instead, requires a level of abstraction be implemented to couple it with DX itself...thus removing some of the efficiency. This may or may not be a problem depending on what's being done, and on a powerful enough system, it's rarely a problem.

On Xbox itself, the DX API is more customizable to the developers needs. I feel this was probably a necessary implementation so that devs could port to the X1 easier, as OGL or it's variants are actually more commonplace when it comes to designing games meant for more than one system. This could cause problems on a PC though, as there is still a level of abstraction required for DX to run.

For the most part, a game engine will have it's own interface that can translate between OGL or DX. Things that aren't directly translatable due to a custom interface, aren't offered as engine level processes, and instead requires the dev to manually implement their own interpreter for those processes. The better game engines do have better interpreters though, and have for quite some time. There are also numerous 3rd party solutions for such things, and they tend to sell well to devs because it's cheaper than having to do the work themselves, and are usually quite good at what they do.

I actually prefer Vulkan too. The rendering pipelines between the two seem just as capable to get the job done, so it's more a matter that Vulkan offers more flexibility. DX as a limited platform doesn't really suck, it's just that it's actual release is hidden behind system upgrades that aren't required in order to move new systems. in this case, it's holding back newer iterations of DX from being implemented as quickly by the devs, because people don't upgrade on MS time table. This means, that since DX itself is backwards compatible to prior versions, that older versions will be used more often, or very limited use of the newer DX will exist. This is the case as it is now on PC, and it will likely remain the case if MS continues to use DX to push new OS's...which they may not do because Win10 is supposed to be their last OS with future versions being free.

OTOH, you have Vulkan, or it's cousin API's, which are upgradable with the install of a new game, and aren't restricted to the OS. In most cases, people don't even realize their OGL versions have been updated, because it's pretty seamless. Even on PC, with a DX branded GPU, one often uses OGL or Vulkan if the game is coded for it. There is not much that prevents older GPU's from being able to run both, and going forward, there is even less preventing it, as the hardware isn't made to the API anymore, but rather the API is made to the hardware.

donthate3267d ago

Keep in mind that the benefit of more abstraction layers is typically better compatibility in the long term. In terms of performance difference, it is minimal. We are often talking low single digits and it isn't even always clear who the winner is.

For developers, it is far more important to have proper support, a big community and knowledge sharing combined with efficient processes to create what they want. Performance is pushed, but only after all the other consideration are satisfied first.

rainslacker3267d ago (Edited 3267d ago )

"In terms of performance difference, it is minimal"

Uh huh. Yeah, and what are your qualifications for making that kind of assumption? Abstraction makes porting easier, and less need to write different code between devices or platforms. The performance hit is there, minimal or not, and while it may not seem like much on a single process or function, when you multiply that by thousands of processes, all running hundreds or thousands of times a second, it most definitely isn't minimal.

What's this single digits we're talking about? Is it an integer value? A double? Is it a percentage hit to performance? While for the most part, a "winner" may not be clear, the winner is more often than not the non abstracted implementation. How many bits of extra processing data before it becomes too much, and the developer hits a wall, because now they have code which isn't optimized to the system?

You are greatly unqualified to talk about abstraction layers. You don't really understand anything about interfaces or software/hardware protocols, so I'm having a hard time understanding why you would try to speak on it so authoritatively as if an abstraction layer is nothing to be concerned about. When DX12 was first announced, the idea of less abstraction layers was the godsend to cure all the overhead that existed within PC game programming. Now adding back in abstraction layers is OK?

What long term compatibility needs to be thought of? Is the dev writing their code to a specific device and that code needs to last through the ages, or are they writing to a platform which will already have the interpretive abstraction layer it needs to run that code going forward? That was the whole point of consoles going to x86, that they wouldn't have to worry about this constant incompatibility, and that the processes were more understood by the mainstream programmer. So they should build to that, and whatever GPU processes may be available to them through GCN to maintain that compatibiility going forward, not writing to some library which may or may not be supported in the future...but would be because it'll be running on a platform that is compatible. You don't need abstraction for compatibility, you just need the hardware or platform that can interpret the code properly.

For developers, by which I assume you mean game developers, it's important to be able to have the flexibility to achieve what they want, and if they have to go through abstraction layers, it means they will have less flexibility to do so, because it means they will have to write to an abstraction layer which may not support what they're trying to do. Abstraction layers exist to make coding easier. Not make it faster or more optimized.

What you're talking about here isn't some single abstraction implementation used to allow for some portability, you're talking about an overall API level abstraction layer which will have a real hit on performance. There are many abstraction layers that get put into a game design either from a game engine or the developer themselves for whatever reason. They do so because the "supported" and provided API's abstraction isn't good enough.

On consoles, why in God's name would you now be saying that not using low level implementation is perfectly fine? Consoles gain their power advantage through low level implementation, not abstraction, and I'm sorry, but any abstraction is a hit to performance. Performance isn't pushed through abstraction, sloppy optimization is, and we all now how well poorly optimized games run on any system. That is essentially what you are saying is now OK.

MasterCornholio3267d ago (Edited 3267d ago )

@dont

Please don't talk about tech like a developer would if your not qualified to do so. Rainslacker has proven many times over that he is quite knowledgeable with programming, APIs and in general anything related to software development.

Let the real experts explain how development works. Many times Rainslacker manages to explain software development in a manner that's easy for unqualified people to understand. That's why I appreciate his knowledge because while I'm no software developer, his explanations makes it easy for people like me to understand the subject and that's something that I highly value.

Meanwhile your comments (and lack of knowledge on the subject) only confuse those who are not experts that want to learn more about it.

Please if your not qualified to talk about software development please don't. There are others like you who want to learn from experts instead of unqualified people.

ThyMasterDebater3268d ago (Edited 3267d ago )

DX12 has never been better then Vulkan or any openGL distro. DX12 is more user friendly in some aspects but I've always found vulkan to be a little more sweat for a lot more optomization, Maybe 10 to 15 years ago opengl was hard but now a days it's way more user friendly, The greatest part about it is if studios want to try to leverage or make their own tools with it, they can to leverage the system. Just remember that most playstation first party games use a form of opengl, some of the best looking games ever made for their time

The weird part about this site I find is.. most people don't actually understand what an API is or does and they just use marketing speak to explain why one is better then the other.. You really need to do some research to get a better understanding of what an api does to understand that it's more of an IO/Controller and interpreter than bringing more power. More optimization giving iterations of the tools for sure making room to use more resources for the engine but never more raw power, and api cannot provide more power, Hardware has it's limits and those limits determine the raw performance, Api interactions can only be used to try to hardness more of the power the hardware offers but will never allow the hardware to enhance past its theoretical threshold.

rainslacker3267d ago (Edited 3267d ago )

What I find, on here at least, is that most people that talk about it like they understand it, they seem to be talking about it from the point of view of library implementation, as opposed to interface implementation. When these kinds of articles crop up, or when people speak of game engines, or porting code, or things of that nature, they're speaking about interface implementation, and that is something that is completely lost on the non-programmer...and in many cases, programmers don't really understand interface implementation. Even some very astute PC techy people don't really understand the distinction, or even what it means or that it exists.

I also find that most people that speak about it authoritatively on here as some sort of godsend couldn't for the life of them define, much less explain what a protocol, interface, or library even is, or how they all relate to the development process to make things work on the software level, with even less understanding of how all those things relate to the hardware level.

ThyMasterDebater3267d ago (Edited 3267d ago )

Yep, Agreed. That's what I was getting at. The word directX 12 = more power, That's how it's chalked up. Maybe better optimization per iteration which might help push the game out the door a bit quicker. Might help you get a handle of some resources your recently could from the metal but yeah, Never will it exceed the limit of the hardware.

Another concept with hardware that is lost is theoretical performance vs real world. Basically these technologies are to harness more of the theoretical performance or resources to obtain closer to that point then what the currently real world state is, an api helps to do that but so does an engine or a framework as well all in tandem and of course Hyper-V interations. Strictly speaking from a hardware software relationship.

Most people should at least know what a protocol or an interface is if they are talking about technologies per say, Libraries is more of a programmer thing but yeah.. agreed.

Show all comments (65)
80°

Nintendo Switch 2 Pro Controller Review

A handful of small redesigns and a pair of back buttons make Nintendo’s Pro Controller for Switch 2 a worthy upgrade.

Read Full Story >>
cgmagonline.com
Neonridr7h ago

I love this controller. Feels so nice in the hand. Plus the battery lasts for days, it's crazy.

peppeaccardo1h ago

$100 ?????????????????????????????? ??????????????????????????????? ???????????????

1nsomniac28m ago

Yea the pricing for Nintendo peripherals is a bigger joke than the game prices. What the hell were they thinking!

Vits44m ago

The thing is, over the past decade, third-party controllers have really stepped up. You can often get better quality, more durability, and stronger performance for half the price of first-party options. Meanwhile, controllers from Nintendo, Sony, and Microsoft have become increasingly mediocre, expensive, fragile, and not particularly impressive across the board. What makes this especially noticeable with Nintendo is that they’re surprisingly open to third-party hardware. That openness ends up highlighting just how much better the alternatives are.

80°

Techland Wants to Switch to a 3-4 Year Cycle Starting with Dying Light: The Beast

Techland wants to switch to a shorter development cycle of three to four year at the most for its games, starting with Dying Light: The Beast.

Read Full Story >>
wccftech.com
Goodguy011d 8h ago

Very good dev length for a AAA/AA game I'd say. Companies need to set an aim for this range. 1-2 is too little, I believe 3-4 is perfect. Any more is too much. Games don't need to be these gigantic games full of a crazy amount of content. Just make a good game.

Skate-AK12h ago

Lol. Had no idea who that was, but I will admit they do look quite similar.

160°

Hideo Kojima calls Clair Obscur: Expedition 33 “ideal” for one key reason

Legendary gaming auteur Hideo Kojima heaped praise on Clair Obscur: Expedition 33, calling it “ideal” for one significant reason.

gigoran820h ago

Greatness knows greatness. Simple as that. Expedition 33 is a masterpiece, built with a smaller team and with a smaller budget, blowing ubisoft out of the water. It doesn't matter how many devs you have and how much money you throw at it, great studios like Sandfall Interactive will always overcome you.

mastershredder3h ago(Edited 3h ago)

Ideal are you opinions being vacant from any discussion that is not about your own cringy universe Hideo.

The master of Vanity Tech Demos is here to tell us what a good game is. ooooh kay. It's pretty dang obvious without your 2 cents desperately needing relevance. This is just like his GTA grovel a while back. Yuck.

gold_drake3h ago

quite honestly, i havent been able to stop thinking about it ha.

i keep playing it

__y2jb1h ago

He’s massively overrated and writes terrible dialogue.

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