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> PS* APIs are much better.

> NVN, which offers much better control over the hardware.

Can you cite specific reasons? Vulkan is about as low-level as you can go.



This is what I can show to you.

https://blogs.nvidia.com/blog/2016/10/20/nintendo-switch/

"NVIDIA additionally created new gaming APIs to fully harness this performance. The newest API, NVN, was built specifically to bring lightweight, fast gaming to the masses."

The rest is behind the SDKs NDA.

https://developer.nintendo.com/


I couldn't tell you how much impact this actually has, but Vulkan/D3D12/Metal have to be conservative with pipeline state changes, and have to manage the layout of various hardware data structures for you.

They've gotten partway there with things like D3D12 descriptor heaps, but hardware-specific APIs just don't have those limitations.




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