…OK, so now, since Intel has jumped into the fray with their Xe realtime-raytracing cards, and AMD’s Navi is due in a few months, this means that there are a whole lot of different GPUs out there that one can make games for. I think that learning all these different architectures is not humanly possible for a single programmer, even for the best programmer in the world! So, the way that I think it’s going is, now… we’re supposed to use engines to create our games, not actually write them with a code editor from scratch or something. …Right, now when I take a look at Armory or Godot’s page (btw, I’ve never used them), it says “generates EXEs for Linux just fine”, but it doesn’t mention which GPU it’s generating the code for!! So, does this mean that we’ll need 3 separate EXEs of our game, for each of Nvidia, AMD, and Intel architectures? …and if so, how’re we going to get them, out from the ONE game that we’ve actually made, in the engine?!! Of course, the relevant EXE must take advantage of the facilities of THAT architecture, otherwise the whole reason for HAVING 3 of them becomes meaningless, ie. if Intel’s card has a “better” raytracer under the hood, I expect my game to look better on Intel,…right?
So - how does one do this?
Thanks for your help, and let’s celebrate the fact that we’ve now got 3 architectures to pick from, because if those 3 are competing with each other, the only way the card prices are going, is…Down