OpenGL vs Vulkan Which Graphics API is Easier

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As a vulkan dev, 100% agreed. It's like filling out forms

Roeming
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I hear that Vulkan is harder and my brain instantly goes "I can fix her".

KoltPenny
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vulkan isn't harder. It's just a bit (47, 000 lines for my engine) more tedious.

itsmenotjames
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Agree. I tried both Vulkan and DX and as a summary I decided to stick with OpenGL and OpenGLES, since it's much easier and straightforward then all crap from Vulkan and DX. If I just want to go into shader programming as fast as possible to render a terrain and water, then with OpenGL I can achieve it very quickly. Also the performance issue may only exists if you are really building very intensive graphics for AAA game with a big assets and you need as much as possible space for optimization, then yeah choose Vulkan or DX. But overall, it's just too much to already start doing some graphics systems like water, grass, terrain, etc.

cheerwizard
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I'm having difficulty with DX12.
Any advice on learning DX12??

romangeneral
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Maybe this is a dumb question but as a vulkan learner, why not just build a small library or something once to get the heavy lifting done while still maintaining most of the massive control Vulkan gives me? Would that not get the best of both worlds?

AlexWong-lqpt
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I'd say that webgpu is a good middleground between vulkan and opengl. It's basically Vulkan with less setup and OpenGl with more control.

warrior-m-aster
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I’m gonna try screwing around with SDL GPU

smokedice
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If you are not making a photo realistic AAAA Game, there is no need for Vulkan. What's more OpenGl 4, if done properly(culling, batch send commands, etc.) can be almost as good as Vulkan. There is no need for the over complexity of Vulkan.

deckardpegasus
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gj looking on some random window create code while speaking about Vulkan

AngryPacman
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