So Vulkan is the hard truth and directX openGL is the easy life where everything just works? That has not been by experience at all.
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As a programmer, Vulkan is like OpenGL has decided to stop holding your hand and let you spread your wings. Learning curve is utterly brutal, but no more assumptions - you've complete control and everything is open to you.
As a user? Install Wine and DXVK, or just Proton that brings everything with it, enjoy everything just working better. Not really a tough decision.
I'd say most people's lives in the matrix were not such an 'easy life'
1999, peak civilization, just easy lives for everyone!
Except if you're X% of the population. The XX% though...
Except if you're X% of the population. The XX% though...
It looked pretty easy compared to not being in the matrix.
just mentally visualise what you should be seeing based on the sound of your GPU fans
DirectX and DXVK 🌚
Uses Godot.
Makes a proprietary game.
take both and use webgpu/wgpu
That's for webapps tho?
Please make simple webpages and apps not in web, webapps are bloated and software as a service is not future proof. Plus, they almost never work for me.
no, it's not. wgpu maps/translates calls to webgpu (duh) , webgl, opengl, gles, vulkan, dx11, software rendering etc depending on what platform it's running on.
it's a bit bloated since you're basically including code for all backends but whatever, final executables are still like 5 mb.
no web involved unless you want to
wgpu is a Rust library. Using it from programs they are not written in Rust, such as Godot games, poses a significant challenge.
well there's also dawn for c++, which is also an implementation of webgpu.
wgpu also has official c/c++ bindings.
btw you probably don't need a low-level gpu library if you're already using a game engine...
btw you probably don’t need a low-level gpu library if you’re already using a game engine…
the low level graphics library calls have to be implemented somewhere, don't they? if i'm one of the developers of the Godot engine, and I'm writing Godot in C++, I'm not going to use a Rust graphics library
Yes transitioning to using Vulkan might be a good choice.
I'm likely to switch to Linux soon and I'm definitely struggling with this choice :/
If your GPU supports vulkan then vulkan it is, if not, then opengl, examples of opengl usage is older cards or/and nouveau driver, not nvk, and they work on backporting nvk to older cards too so even older Nvidia cards gonna support Vulcan one day, so, use Vulcan if supported
Btw, there's render=vulkan
or something like that in Wine. But what does it do, force the app to use DirectX in vulkan mode or what?
edit: nope, it basically does the same as dxvk using wineD3D; translation to Vulkan instead of OpenGL, only slower but with less VRAM (useful for some old 32bit games).
Unsure if the person to whom the choice is being offered is Adam Jensen or Gordon Freeman. 🤔