#Why do popular games not use Vulkan?
40 messages · Page 1 of 1 (latest)
because of the legacy of directx
if you already have a directx engine and an entire team trained on directx, it makes little sense to use vulkan
the game using vulkan tend to be games that ened to support platforms that don't have directx
Hmm, makes sense
But if games were to switch to vulkan, would it make the games faster?
there's no magic performance boost
it takes time and effort just to get the same amount of performance
Yeah but excluding that time and effort, if both were optimized at the same level, which would run faster.
it still depends
I just don't know whether to learn dx12 or vulkan :/
also theoretical performance is pointless if you can't reach that in a reasonable amount of time due to lack of familiarity
then ask yourself other than performance why are you picking one over the other
Well I wanted to learn Vulkan because of the performance, but dx12 seems to be very popular and I was wondering if theres a benefit to it.
just completely ignore performance and try to find a reason to pixk one
Complexity to learn
both are almost equally complex
if you don't have graphics experience then you should prob start with dx11 or ogl
i do have graphics experience
on what
never learned an api but read a lot of papers and stuff
and i used a graphing calculator to implement stuff 😭
that's not exactly experience tbh
so first you should really use something higher level
opengl maybe
ive read through learnopengl and would be fun to implement the stuff there IN opengl
ok so do that then and get familar with the higher level concepts
kk
you don't need to master it, just learn enough to roughly know how to draw stuff and where all the pieces go
then you look at dx12 and vulkan and see which seem more appealing to you excluding performance
I think what I need to know is how the pipeline works and most of the stuff related to the gpu
so ill look into opengl for that
have fun
DX12 and Vulkan are also pretty similar in terms of code structure and level of access to GPU
many concepts map perfectly to each other, though there seems to be a trend of things being simpler in DX12 at the cost of less explicitness
If I were to choose an API where I wouldn't have a lot of experience in graphics programming, I would definetly choose OpenGL. Even though I had 3 semesters at university about graphics programming implementing a software renderer and working with OpenGL, for me Vulkan is still very difficult to grasp.