Native (and compatible) shader/gpu code support

Davids response to adding shader support when asked at RDC25:

Q: Hey, I’m [Removed] and I’ve been on the, I’ve been developing on the platform [Removed].
Do you see a future where trusted creators get deeper access to GPU or shader level
functionality?

David: No. And I’ll see I’ll share why. We’ve done some pretty radical things. I was just talking to
investors yesterday about should the economy be different from for a 13-year-old experimenting
with their first game in a studio that’s making $30 million and we said you know so far we’ve just
been 100% linear 100% no accelerator and try to treat everyone the same. So actually I think
we do want more GPU, we do want shaders. It makes the engineering more difficult to say when
we turn that on, everyone has to get it, including the non famous experimentter as well as
everyone else. And so that is a constant drum beat within the company. Maybe of course early
adopter beta, maybe of course let’s let’s learn with a few of the top devs, but generally everyone
everything has to be available for everyone. The economy has to scale linearly. On shaders you
know we need I think it’d be amazing to do it. I think as you’ve seen us go into cloud type
engines that change formats that upsample down sample. It’s not inconceivable to have a
universal shader language that in our cloud gets optimized for every device. So I would say that
would be the way we would go on it.

8 Likes