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> PS5 and Nintendo Switch unpopular?!?

>> for porting

I don't think my statement is wrong. People don't like porting to Switch or Playstation 5, there's a significant amount of development and testing overhead required to support either platform. The Switch has a decently popular SDK backed with Nvidia drivers, but requires deliberate ARM ports and very carefully written Vulkan code (if any). The PS5 is a little friendlier to PC-first devs, but still has a unique runtime and zero options for DirectX code. Both platforms require fairly bespoke versions of your game, compared to the "press play" porting experience of the Deck or API parity of modern DirectX on Xbox.

I wish the situation was better for these platforms, but they reap what they sow when they make highly exclusive SDKs and resist open specification.

> By the way, game studios don't have any issue translanting DirectX to LibGNM/X and NVN.

Are there DirectX translators a-la DXVK for GNM and NVN? As far as I'm aware, porting from DirectX has to be done by-hand unless you're using an IR language like SPIR-V (at which point you may as well use native Vulkan).



I would advise to spend some time in developer conferences like GDC, GDCE, PAX.

The only people that don't like porting APIs are usually indie devs in some FOSS forums, proper game studios have hardly any issues dealing with multiple backeds.

Doing game engines with pluggabble backends has several decades of industry experience since Atari and ColecoVision.

Games IP, game design and getting good publishing deals is what matters, not the 3D APU du jour.

As for shaders, usually there is either an internal language, shader graphs, or chosing a specific one, with a translation layer in the middle.

There is no native Vulkan on Playstation, and in what concerns Switch, Vulkan and OpenGL aren't as used as FOSS folks think.


I’m sorry but this post reads like someone dyed a little too in the wool on Linux and hasn’t worked in the video game industry.

Except for indies, PS5 and switch get a ton of high profile games. Very few companies have issues porting over and most will have their engines able to target multiple platforms.

Very few people use Vulkan on the switch. It, like the PS5, has its own graphics api.

Very few games ,outside of the few indies that make their own engines, target DirectX or a specific APi. They use an intermediary HGI that abstracts over various backends so that they can target the wide range of console behaviour that exists from APIs to console specific features.

Thinking about PS5 development from the perspective of DXVK or SPIR-V is the wrong way to think about it. Higher level abstractions coupled with low level backends make it easy for any well architected engine.

Like the sibling comment says, please spend some time perusing the GDC vault or among professional game devs. Your world view on the matter is not representative of the those communities. It is more representative of the external view common within the Linux gaming community that holds Vulkan on a pedestal




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