AMD Says There Will Be No DirectX 12 — Ever
mikejuk writes "This is a strange story. AMD Vice President of Global Channel Sales Roy Taylor has said there will be no DirectX12 at any time in the future. In an interview with German magazine Heise.de, Taylor discussed the new trend for graphics card manufacturers to release top quality game bundles registered to the serial number of the card. One of the reasons for this, he said, is that the DirectX update cycle is no longer driving the market. 'There will be no DirectX 12. That's it.' (Google translation of German original.) Last January there was another hint that things weren't fine with DirectX when Microsoft sent an email to its MVPs saying, 'DirectX is no longer evolving as a technology.' That statement was quickly corrected, but without mentioning any prospect of DirectX 12. So, is this just another error or rumor? Can we dismiss something AMD is basing its future strategy on?"
... it only goes to 11
We did it everyone! OpenGL won, good job everybody. Highest of fives all 'round.
July, 2013: AMD Says 'Okay, There Will Be A DirectX 12, But We're Not Supporting It'
September, 2013: AMD Says DirectX 12 Support By Next Year
March, 2014: New AMD Cards' Poor DirectX 12 Performance Disappointing
May, 2014: AMD Boss Complains About Being 'Left Out' Of DirectX 12 Development
August, 2014: Struggling AMD Says 'Just Wait For DirectX 13!'
Use OpenGL. It's the platform of every rising device. Furthermore you can get the benefits of open source.
"First they came for the slanderers and i said nothing."
So what, are they going to skip 12 and go to 13? They've done it before, with DirectX 4, so it's not a new idea. Maybe 12 turned out to be a huge mess.
I don't see DirectX being discontinued in favor of OpenGL/OpenAL/etc, since the GUIs in their latest products and frameworks all seem to use DirectX to some extent.
(asbestos underpants on) Or maybe they switched to FOSS-style versioning, and just don't see anything new that would demand a major version number. We're going to see abominations like DirectX 11.1.25.4-r6.3 for the rest of time.
If memory serves this was also linked in the related article above. http://msdn.microsoft.com/en-us/library/ee663275.aspx
DirectX is just becoming part of the Windows 8 SDK. Then presumably the Windows 9, etc, SDKs as well. On until death.
For every benefit you receive a tax is levied. - Ralph Waldo Emerson
I think you misunderstand what that means. It means directX has moved from a versioned API with new features all the time, to a stable API that they feel safe tying to the OS and pushing updates for through windows update. It's like when an open source project has reached the point where its no longer worth it to pull the latest from git. It's "done".
What exactly does "top quality game bundles registered to the serial number of the card" mean? Have I missed something else in this conversation?
developing your own graphical/physics engine is dead
Interesting. So I should stop coding this new OGL-based engine from scratch because it's easier to use a pre-made engine? Because you think it's 'dead'? Let alone your coding ability going down the toilet because all you do is drag-and-drop 'component blocks' in your engine of choice, what do you do when you hit the looming brick wall that is the engine's limitations?
"Hey guys, let's pack it up. This random dude on the 'net says the custom and one-off engines we've been making for years are dead, and we should just use Unity or Unreal."
If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
OpenGL was multithreading capable from the get go. DirectX until 11.2 was single threaded only.
DirectX uses a very different object graph proposition that puts the scene as the major component and for most indoor FPS, that is an easier concept, but those choices mean taking it outside where the scene (in a 3D construction context) is not the primary container for the "world" realised, you've got a much worse system to program. OGL was much better at the open world 3D and a little worse at the enclosed box-room preferred for early FPSs.
DirectX development was only slightly easier, and only for a small segment of what is being done.