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@alexmitchellmus

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@alexmitchellmus commented on @alexmitchellmus's Feature Request, “OpenCL node

Alastair (@usefuldesign) if you need custom logic in Vuo, remember that one can already make custom nodes quite easily with a bit of C knowledge. The Vuo team also has a great tutorial series on this aspect of Vuo as well.

Obviously if one is learning Python and JS then learning C isn't that much more of a jump. In fact its a not specifically an OOP language, so its much more direct in many cases. (however remember one could do OOP with C, but its much more complex - that is why C++ exists) :-)

In regard to future purchases, I'm still at a crossroads. I am a heavy user of Logic, so that isn't on the PC (an never will be). However I have been using GNU/Linux for many programming tasks and loving the simplicity of installing anything how I want, and changing anything I like.

For video Blackmagic Resolve is really the only serious player on GNU/Linux (as Adobe CC only supports Linux for their creative cloud servers).

Personally for me this probably means the purchase of more computers in the short term. :-(

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@alexmitchellmus commented on @alexmitchellmus's Feature Request, “OpenCL node

Alastair (@usefuldesign) remember that one aspect of Metal, DX12 & Vulkan is to make compute shaders part of the standard and easier to load. So if Vuo were to be ported to Metal (or Vulkan with a Metal translation layer- which has no overhead- such as MoltenVK), it may mean getting Compute for free! :-)

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Thanks for the great info Jaymie (@jstrecker)! As always it looks like Apple has pressed fast forward on the EOL of OpenGL. Hopefully it will be positive for the industry, and for Vulkan (which didn't look like it was gaining traction on MacOS). All I know about Vulkan vs OpenGL is that it's very different, very low level, and not always faster (for high resolution outputs no; but for 1080 much faster).

(When looking at game benchmarks etc)

UPDATE: Just been playing with the 'Vulkan Traiangle' tutorials... looks like I am wrong, and Vulkan can swap out shaders on the fly, (at least if I recompile the shaders obviously...) Having a default way to compile shaders (with error feedback) is a nice change to the silence that was GLSL.

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Crossplatform graphics currently is Vulkan, thankfully there is MultenVK, which allows Vulkan to run on Metal (in a native way).

However as I said before Vulkan is still actively developed, and there are still aspects that OpenGL does better (such as being able to swap out shaders on the fly).

However - currently all Mac OpenGL projects are discussing this issue, so Vuo is not alone.

Hopefully if Apple is able to nudge developers into using Vulkan (for cross platform- using MultenVK) it may also improve Vulkan, and give us efficient graphics pipelines.

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@Bodysoulspirit

The way I understand Vulkan & Metal is that GPGPU is built in directly into the standard- as opposed to using an additional standard.

I am also very concerned. OpenGL isn't going anywhere soon, as Vulkan is still actively developed. There are many titles that are cross-platform and rely on OpenGL to make this all work.

In theory simply the OS not using OpenGL shouldn't stop it from working. However if Apple take measures to actively remove support (libraries etc) then possibly a 3rd party solution could keep it alive? (Linux has MESA etc, maybe this could be used as a starting point)

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