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Cake day: July 3rd, 2023

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  • That is my recollection as well. Also I remember Psycho Mantis would make some comments about the content of your memory card before the fight.

    Another favorite of mine is The End in MGS3: Snake Eater, he is a sniper hiding in the woods and it takes like an hour of game time to beat him down. I seem to recall if you save during the fight and change the date forward a few years on your PS3, when you reload he has died of old age waiting for you to come back.





  • Vulkan and DirectX could already share shaders, because the input for both was already HLSL. The difference is the intermediate representation of the compiled shaders that will now be the same in the future (SPIR-V for both).

    The real winners here are driver programmers at NVIDIA/AMD/Intel, since they will no longer have to develop support for both DXIL and SPIR-V (which are similar in concept but different in implementation). How much of that will be true in practice remains to be seen, but I am hopeful.

    There are tools to analyze, process and transform SPIR-V bytecode already, presumably those will work for DX12 shader model 7 too. It might make performance analysis easier, same with debugging via a tool like RenderDoc that supports SPIR-V but not DXIL.

    As for the overhead of DirectX, with DX12 this is largely not true anymore, both are high performance APIs with comparable overhead (i.e. as little as possible).