437
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
this post was submitted on 14 Nov 2026
437 points (99.3% liked)
PC Gaming
15944 readers
1312 users here now
For PC gaming news and discussion. PCGamingWiki
Rules:
- Be Respectful.
- No Spam or Porn.
- No Advertising.
- No Memes.
- No Tech Support.
- No questions about buying/building computers.
- No game suggestions, friend requests, surveys, or begging.
- No Let's Plays, streams, highlight reels/montages, random videos or shorts.
- No off-topic posts/comments, within reason.
- Use the original source, no clickbait titles, no duplicates. (Submissions should be from the original source if possible, unless from paywalled or non-english sources. If the title is clickbait or lacks context you may lightly edit the title.)
founded 3 years ago
MODERATORS
This isn't really possible anymore (at least unaided by LLM). In the era of fixed function pipelines, it was possible to do something new under the hood.
The current standards of Vulkan and DirectX have exposed a lot of inner workings to extract performance which makes it hard to make a large shift. While this makes it easy to use the HW, it also makes it hard for the devs to have a single algorithm for diff HWs, ie, each new feature will need in investment by them.
For any novel functionality, devs will not like to work on features only on a small set of HW, unless they are aided by HW vendors. This creates a chicken egg situation: new features don't get prioritized up by devs which makes it hard to market the features which makes it a small market which makes it likely not to be a priority by devs.
In this era where code is cheap, perhaps we'll see more fast moving devs and HW both