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Update SDL3/FAQDevelopment.md
Co-authored-by: Sam Lantinga <[email protected]>
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SDL3/FAQDevelopment.md

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@@ -153,7 +153,7 @@ That said, there are many different ways to use shaders, and if you need more th
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This is a _very_ difficult question to give a good answer to. We'll try to give some soft recommendations here, along with information on the other native APIs so that you can decide for yourself what feels right for you.
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We're quite proud of the new GPU api that was added in SDL3, and are confident it can handle the majority of use cases of users of SDL. FNA has already shipped games on console using SDL3 and the GPU api for rendering. That said, it's still early days of the API in terms of supplementary material. If you're intending to _learn_ graphics, we don't have a great story for ramping you up currently. In addition, while it has fairly wide platform support (note the big 3 console platforms), some important platforms are missing (Web) or degraded (Android). And if you need to target hardware more than about 10-13 years old, then you might be out of luck, there's not a ton of hardware DirectX12, Metal, or Vulkan support going that far back. And finally if you want newer features, like Work Groups, Mesh Shaders, Bindless Textures, then GPU won't be able to help there.
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We're quite proud of the new GPU API that was added in SDL3, and are confident it can handle the majority of use cases you'll run into. FNA has already shipped games on console using SDL3 and the GPU API for rendering. That said, since the API is relatively new, if you're intending to _learn_ graphics, you may want to start with tutorials using OpenGL or another graphics API. In addition, while it has fairly wide platform support, including the big 3 console platforms, it currently does not support the web and has limited support on Android, which doesn't have the necessary driver support across many devices. On desktop, the GPU API supports Vulkan 1.0 capable hardware, which includes graphics cards made in the last 10-15 years. If you want features that are newer and have less wide-spread support, like mesh shaders and bindless textures, then you'll want to use Vulkan directly.
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In addition to the GPU API, here are some other alternatives that may work for you, depending on your needs.
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