

All these and more are available on many OSes/GPUs as GLES2.0/WebGL extensions though, but then it becomes kinda halfway between ES2.0 and ES3.0 at least. Does not have derivative instructions in shaders (useful for a ton of things). Does not have EXT_texture_lod (hard to do image based lighting). Microsoft want you to use DirectX and make you optimize the game for it because that makes the Windows platform the most attractive place for customers to enjoy the product.Īre they using "vanilla ES2.0" or "ES2.0 with some useful extensions"?įor example, vanilla ES2.0/WebGL does not have floating point textures (hard to make HDR rendering). but there are lots of technologies that developer want to use but they can't because we don't have the power to run them in real time and new technologies will arrive by the time that we can those that we wished for in the past.Īlso, this an intentional situation created on certain platforms. a person that wants to make a multiplayer tic-tac-toe could make it run on ancient mobile devices etc. The amount of speed that you need depends on the project. Some languages, API's and platforms are faster or a combination of these might be better optimized and work better together. this might make your product a lot more interesting if a majority of your target group is sitting on the mentioned hardware.

Some API's give you access to exclusive functions, often hardware stuff. some API's make it easier for developers to build certain systems, that saves the company time and money which later on makes it easier for them to brake-even. That last feature isn't perfect as it doesn't truly emulate the speed of those older systems, but at the least the rendering models, materials, shader levels, etc., can be emulated by Unity.Ĭlick to expand.You can view the benefits from many different angles.

on older systems as needed, and even allow you to emulate those systems' capabilities even on newer hardware. That is in fact the beauty of game engines like Unity(and Irrlicht, as it would do the fall backs too, though it isn't really modern or relevant anymore), that they can do the new features on newer hardware and pretty seamlessly fall back to not using them, downgrading materials, etc. Many devs, when given the chance, will indeed use those features, even if they don't actually need them, in order to make the games better if the game player has a system that can handle it. Well, as an example, Unity has a target market that includes not only that average developer that doesn't need the new effects, but the crowd(yes, I said crowd, as in sizable group) that wants those new features for their games.
