miniupuchaty
Joined 5 years ago
Joined 5 years ago
We don't really go around calling ourselves "slavs". And even "slavic" is kinda a scientific word.
I'm not sure that even that many people connect the dots, and even if they do it's a far history.
Currently gnome-shell is taking 135MB of ram, with other gdm/gnome related background services ranging in 700KB-3.2MB each to like 20MB together.
And it's as snappy as my sway config I log into depending on the needs.
I just spammed virtual desktop changes, opening Files, browsing, and it's as snappy as it is in sway.
I think gnome is getting a lot of unfair performance criticism online as it looks like something that would be slow. Maybe it was slow back in the starting gnome3 days. Maybe there are some heavy differences in how distros package it? (arch btw)
... though I will say that from my experience it's the KDE that's the slow one. I don't have it installed currently on this machine but had in the past and have it on my steam deck(which is stronger then this laptop). It feels sluggish and I have this bouncing cursor wait animation in my head right now just thinking about it.
What are the parts that you consider objectively better in D3D12 compared to Vulkan?
I would say that if you want to have multi-platform support just use Vulkan. Covers most of the platforms(especially if you include MoltenVK)[0].
Though, for games, if you want to support Xbox, that usually throws a curveball into API choice planning. As that might be more important of a target than Linux/Android/Mac/iOS(maybe even combined) for your game. So if you already have to support DX for that..
AMD and DICE developed a prototype API called Mantle. Which is what both DX and Vulkan are based on.
Both Vulkan(glNext back then) and DX12 were announced around the same time. VK came a bit later as standards are usually slower in coming to decisions but it's not like VK was reinventing anything from DX.
I remember we were having a laugh reading early DX12 documentation as it was in parts just copied from Mantle with names unchanged in places!
In the end it might have even speed up the adoption of such features. Currently if you have a multiplatform engine, even though windows is like 99% of your PC player base it's still sometimes a tough decision to just use a feature that you can't support on all your targets.
We're talking here about potential DX replacement, not about design in general and the bulk of it is very similar for both APIs.
There are some small quirks from Vulkan being made to be easily extensible which in the end I consider worth it.
I personally like how consistent the API is in both patterns and naming. After using it for a while, it's easy to infer what function will do from the name, how it will handle memory, and what you'll need to do with that object after the fact.
I find documentation better than the DX one.
What are your biggest problems with it?
Really surprised by this as a Pole.
Tooling was historically also better from a GUI perspective. With nicer to-use debuggers. Now on Linux you can use Jetbrains products if you need them.
Vulkan is just as much an industry standard as DirectX 12 is. I did a lot of work with both. Choosing between them is often just a matter of being already used to one when it comes to PC support. You'll have to do DX for Xbox support and that's sometimes a bigger player base for you than Android/Linux/Switch/Mac(MoltenVK), though.
As a game developer, I can see how DX12 got a lead. As a Linux user, I'm a bit salty that it's being chosen so often! As we could have all united on an open multiplatform API :(
Comments don't need space that wide, they work better on the side, where they gain additional vertical space.
Of course it would be a lot easier to hide malicious code in such a decompiled mess of symbols.
They were too defensive, in the end it seems they came around but there was no need for this counter-blaming.
Very reliable and as fast as gdb is. But with all the problems just using gdb has.
You've given quite a list of tools with different purpose.
For 3D work I would personally rate
Modo 3D, Zbrush > Blender, Houdini > Softimage XSI > Maya > space intentionally left empty :P > 3Ds max
Blender UI looks very nice and is very customizable. I think it's "ok" in beginner discoverability (none of 3D softs is great at that really) but when you get experienced with it it's one of the best.
I really like how they managed to keep all the tools and views pretty consistent given how many things you can do in it. Whether you are working on objects, vertices, nodes, movie clips you get the same shortcuts where possible.