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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.