DX12 and Vulkan are essential moving forward.
DX12 and Vulkan are essential moving forward.
Using Vulkan offers more flexibility since it supports a wider range of platforms beyond just Windows, and it doesn't favor any particular system like DirectX.
Also as a comparison, since I'm not a graphics developer but still work with software, DX11 and OGL simplify many tasks for developers at the expense of speed. DX12 and Vulkan offer greater control over presentation, but require a deeper understanding. If this applies, then DX11 and OGL are similar to higher-level languages such as Swift, C#, and Python—they provide many tools for easier app development but may not match the performance of lower-level options like C. C delivers exceptional speed, though it demands a solid grasp to use properly.
Sony also doesn't back Vulkan officially. The PS4 employs two internal APIs called GNM and GNMX, one for low-level and another for high-level functions. Using GNMX is quite similar to Direct3D 11.
Mostly the budget models show improvement when using DX12 or Vulcan in games. Particularly those with less powerful CPUs.
Games are long-term initiatives, yet game engines often remain functional for more than a decade when properly maintained. For the telltale engine, support for DX12 can last over ten years. However, if they stop updating it, compatibility with DX12 may disappear. Directx12 was launched just over two years ago, and it took considerable time for Nvidia and AMD to adopt it across various GPUs due to its backward compatibility. This creates a tight timeline for game development. Additionally, DX12 is exclusive to Windows 10, which currently holds around 35% of the market compared to Windows 7’s over 40%. This suggests they might be missing out on potential revenue by restricting games to DX12 only now. Therefore, Vulkan could be a more viable alternative, as it supports multiple platforms including Windows 7, Linux, Mac, and possibly Android.
When you want to develop a completely new engine for a specific part of what the engine can do, you're making a mistake. You also don't need to start from scratch to back up DX12 support. Creating "create_box_dx11", "create_box_dx12", and "create_box_vk" is also incorrect.
Recent updates to DX11 and DX12 don't clearly show the difference, likely due to more optimization. Vulkan excels at utilizing multiple cores, which is evident in games like Doom where performance drops significantly even at higher settings. I haven't noticed any DX11 game matching its thread management capabilities.