
Microsoft's DirectX 12 appears to be the next generation PC gaming graphical API of choice- which makes sense, given the ubiquity of Windows when it comes to PC gaming, and DirectX's deep integration with Windows.
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Wait, so this guy uses Windows 7 PC's DX12 incompatibility as an excuse to complain about it? Win10 is a free upgrade even for people running hacked versions of Windows. Also, we already know that coding for XB1 is not the same as coding for PC, otherwise I would be able to play PC games on my XB1. The DX12 API does make it significantly easier to port games over using Vulkan though. This guy clearly has a bias towards Vulkan, which is fine, but making up paper thin excuses why DX12 is no good is just silly.
But (for most in this company) id software has mostly been pro OpenGL, it's only natural that Vulkan would be there preferred API..
ID Software have always been against Direct X & Microsoft as a foundation & they've always been the front runner in OpenGL. Competition wise they've been a savour to the industry as a whole but whether it still good enough is questionable at this stage.
At least they're still trying to fight for something they believe in though.
According to my limited knowledge of this, Vulkan has more potential 'power' than DX12, but DX12 is easier to work with. And that sometimes results in DX12 performing better than Vulkan, because not everyone does a good job at using Vulkan (or can afford to do a good job at it). Vulkan takes more time and has more pitfalls/risks than DX12 for inexperienced devs. It requires more manual threading/memory management, which is why it also has the potential to be more powerful. It's a bit like comparing C++ to C#
The good news is that industry heavyweights like Epic, Valve and Unity will all do a proper integration of Vulkan into their game engines in the near future, so a lot of people will be able to benefit from it, regardless of their skill level. We'll even be able to make proper Vulkan vs DX12 comparisons by making test projects in Unity for example and switching between the two APIs
Overall, I side with Vulkan in all this. Proprietary, limited-platform things suck in general. That's why Valve, Epic and ID Software are all pushing for Vulkan's success
DX12 has never been better then Vulkan or any openGL distro. DX12 is more user friendly in some aspects but I've always found vulkan to be a little more sweat for a lot more optomization, Maybe 10 to 15 years ago opengl was hard but now a days it's way more user friendly, The greatest part about it is if studios want to try to leverage or make their own tools with it, they can to leverage the system. Just remember that most playstation first party games use a form of opengl, some of the best looking games ever made for their time
The weird part about this site I find is.. most people don't actually understand what an API is or does and they just use marketing speak to explain why one is better then the other.. You really need to do some research to get a better understanding of what an api does to understand that it's more of an IO/Controller and interpreter than bringing more power. More optimization giving iterations of the tools for sure making room to use more resources for the engine but never more raw power, and api cannot provide more power, Hardware has it's limits and those limits determine the raw performance, Api interactions can only be used to try to hardness more of the power the hardware offers but will never allow the hardware to enhance past its theoretical threshold.