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- URL: https://x.com/thedeepflux/status/2086176821968777630
- Author: Deepak (@thedeepflux)
- Posted: 2026-08-08 19:44:48
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1/ @thedeepflux
@SebAaltonen
ok but the 2x extension points toward the part nobody talks about: tooling. Vulkan, DirectX 12, and Metal can all be painful at the API layer, but mature debuggers and profilers absorb a lot of that pain. A new design needs an equally strong inspection story.
2/ @SebAaltonen
@thedeepflux
There’s a tooling chapter in the 50-page blog post. Didn’t want to spend 10 minutes on tooling in my very limited SIGGRAPH slot.
3/ @thedeepflux
@SebAaltonen
Tooling is not documentation around a graphics API. It defines which mental model developers actually use when debugging. The 50-page chapter matters because a clean API with weak capture and profiling support still produces the same 2 a.m. GPU bugs.
4/ @Hohounk
@thedeepflux @SebAaltonen
From what I gleaned from a quick read of the blog post, the tooling would have to be added and someone somewhere would have to do it but it would be doable.
5/ @Hohounk
@thedeepflux @SebAaltonen
Tooling is important and will take time to mature. Same with any other graphics technology, it’ll take a whole bunch of years before something like this ends up mainstream. Just remember how long it took for vulkan to become widely used.