OpenGL or DirectX for 64k PC
category: code [glöplog]
:) Then in that case, I fundamentally misunderstood things, as usual.
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by the time WebGPU finally gets its first browser implementation, the demoscene is dead apart from kusma and 3 other Vulkan enthusiasts
aaactually . . .
https://github.com/gpuweb/gpuweb/wiki/Implementation-Status
It's already partially implemented in Firefox and for Chromium.
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And there's no talks about OpenGL 4.7 or 5.0.
It's right now that OpenGL is dying. [...]
jco: If people have OpenGL based engines, sure, they'll be good for a few more years, as long as they are comfortable sticking with the current feature-set. But new features aren't arriving, apart from as vendor-specific extensions. [...]
I met someone from the Kronos Group last year, and what I took away from the conversation with them was: there won't be an OpenGL 5. It's over. In a way, Vulkan is OpenGL 5.
Of course given how popular OpenGL is, I would expect support to work for quite some time, but there won't be version updates.
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then I vote for or Godot, or UE4, its also opensource and support many graphic api
It depends what for.
If you want to experiment your own rendering thingy, I would recommend to avoid UE4 and prefer bgfx for example (I can't comment on Godot as I've never used it). UE4 is certainly a powerful engine, and a bare cube will look great out of the box. But it's also a very rigid one, and modifying its rendering is a lot of work (take that from someone who's implemented a manga style NPR rendering in UE4). Just as an example: try just writing your own HLSL shader in UE4, and see how much fun it is.
To bring this thread up again, use whatever you feel comfortable with it. I'm reviving some old code from ages ago (found on an old hard disc while cleaning the basement) - currently I have lot's of fun with the D3D9 fixed function pipeline :-D
https://moltengl.com/moltenvk/ well there is hope then. i'd still prefer to have oldskool opengl available for tasks like "blit some stuff with alpha blending in 2d" ... but this is probably not what this thread is about...
For 64k's dx9 with shader-effects is pretty nice addition, but dx9 is becoming obsolete in available functionality like missing UAV / Shader write to arbitrary texture/buffer positions / storage buffers, geometry shaders, transform feedbacks and compute shadery things.
So OpenGL is the choice, proven to work well with 1k's even.
On topic of Vulkan or DX12, I dont see much benefit going there before more people actually have HW supporting these API's features. Also I would give the drivers more time to get stable here. Maybe in couple of years can consider these, and meanwhile stick with OpenGL exploring many things which are still to be explored even with that :)
So OpenGL is the choice, proven to work well with 1k's even.
On topic of Vulkan or DX12, I dont see much benefit going there before more people actually have HW supporting these API's features. Also I would give the drivers more time to get stable here. Maybe in couple of years can consider these, and meanwhile stick with OpenGL exploring many things which are still to be explored even with that :)
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I dont see much benefit going there before more people actually have HW supporting these API's features.
You make it sound like not so many people have supporting hardware. While I realise that not everyone has the latest and greatest GPUs, a quick web search suggests the oldest cards with DX12 support are 8-10 years old by now (Radeon HD 7000, GeForce 400).
Yeah, similar with Vulkan. It requires OpenGL ES 3.1 / OpenGL 4.0 hardware, which has been available for about 10 years by now. Hardware support is not really an issue here.
I believe he meant the features that are missing from the older APIs, such as hardware ray tracing. I'm kinda with him there, no reason to dive into the rabbit hole unless you actually gain something from it.
There's a lot of features that are available in D3D12 and Vulkan that aren't available in the older APIs, yet are core features that you can always depend on. They're mostly software-features, but they are still pretty valuable.
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features that are missing from the older APIs, such as hardware ray tracing
I thought ray tracing was an extension, not a DX12/Vulkan feature? As I understand it, the point of DX12 and Vulkan is to have an API that better matches how current hardware actually works, rather than a fantasy abstraction like DX11 or OpenGL.