MonoGame Feature Wishlist

That is not true, Vulkan is only on Windows, Linux, Android, and does not supported older grahpcics cards/devices.You get way more supported devices by using OpenGL.


Well, that includes OpenGL, so far as I am concerned.
I think I read somewhere that they both share large parts of code.
If this is incorrect, I count OpenGL in of course.

They are completely different APIs and have very different approaches to use.

I believe that you will not find Vulkan on iOS or Mac because Apple have their own low-level graphics API called Metal that they support. Apple will not support a competing graphics API.

Vulkan support on Windows, once you hunt down the appropriate drivers, is only supported on recent graphics cards. The same applies for DirectX 12, except for the hunting down of the drivers.


Thanks a lot for the clarification.

Seems like I collected that info somewhere without any validation from my side, or misunderstood something.

Seems at least something gets merged back from the Vulkan development into OpenGL.

I guess you see an appropriate amount of work in Metal/DirectX12?

Hi there, I would suggest including support for Vulkan and Directx 12 for available terms that are the best performance in api graphic terms. If I have a vacancy in the development team I am available.

I love the ceaseless calls for Vulkan and DX12… Without fully comprehending how much work is involved…

They should have renamed DX12 just to bring the point across… Oh well…

I would like to use MonoGame for Scientific application so a implementation of OpenCL it’s would not be bad. and an Automatic live reloading of content in running game it would make my job comfortable.

You can pretty easily implement that already with file system watcher…

1 Like

Would this be a literal watcher?

I am kinda working on something like this, but I am manually checking after a reload button is hit.

What is the cross platform file watcher?

I haven’t read through this entire thread since it’s extremely long. Not sure if i was mentioned before… but my vote is definitely for VR support.

VR has been growing at insane rates over the last couple months. Windows Mixed Reality has definitely help kick things into high gear… especially since it supports / works with SteamVR.

We should ideally abstract out VR to support both SteamVR and Oculus, but at a minimum, adding support for SteamVR should cover the bulk of the devices out there (including the upcoming Pimax 5k / 8k).

Hmm… looks like someone already has VR working across multiple devices using Monogame. Would be great to get them to commit the VR code into the base Monogame framework.

I’ve tried the engine you linked before and it was real easy to set up with a Steam VR headset. The VRService class used in there may be a good starting point for the API, but we should really discuss the API design to fit with MG’s style and goals.

I’m working on a VR project right now, so I’m hoping I get some more insight into VR stuff and can push for MG support when it’s finished :slight_smile:

Vr would be really a nice addition to monogame i tried that occulous rift it made my head spin, Virtually after i took off the googles i felt like reality was unreal lol.

AR+VR gets my vote, both preferred! full Windows 10 VR support!

According to this article:

Monogame was one of the platforms that was supposed to be supported… I am guessing the OSVR / OpenVR team were planning on adding support to Monogame and not the Monogame team?

The article was written in 2015, so I guess that never happened.

Also, the article mentions OSVR and OpenVR interchangeably… however, they appear to be different standards now viz.

In order to make things run smooth with VR, it would require the 3D part to be faster.
Even UE4 has an option to switch from deferred to a forward rendering technique for VR to gain speed. And… it is not a “small” project made by students, this is Unreal Engine: an optimized engine, with compute shaders etc full DX11

It would be nice to see F# templates, to make it easier to use F# with MonoGame.

MGFX compiler for Linux and Mac.

Not sure if this is already posted here (wayyyyy too many posts to read), but I want to see some sort of package file support in the Pipeline…ex, grouping xnb files and other assets inside a single package file (maybe .xnp? lol) that would be accessible like a folder in game code but is also compressed.

A use for this would be, for example, in my game, where we actually skip .XNB all together for audio and textures. We load audio directly from .ogg files, and textures from standard image files. It would be nice to keep doing that to save disk space (Anders Jensen’s Retro Grooves Vol. 1 in uncompressed form is almost 2GB in size), but it’d also be nice to have these files in a pack file so they can’t be ripped as easily. Or, maybe, let’s say you have a JSON data file in your content pipeline (or a bunch of them) that you don’t want the user editing because them editing it could break your game. Stick 'em in a package file! Then they have to rip 'em out, do the edit, repack them, and ehhh it’s just not worth it if you end up breaking the game.

1 Like