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Is OpenGL really that far behind the curve now? I remember a long time ago it performed much better for me on some games (I'm talking Half Life 1 days here), bu
by thearn4 11y ago
Is OpenGL really that far behind the curve now? I remember a long time ago it performed much better for me on some games (I'm talking Half Life 1 days here), but in the 15 or so years since then its pretty much fallen off of my radar.
- SXX 11y ago> Is OpenGL really that far behind the curve now? Not at all, but it's not what was popular last 10 years for many reasons and with Vulkan it's already legacy API.
- cookiecaper 11y agoMy understanding is that Vulkan does NOT deprecate OpenGL, at least not for most use cases. Vulkan is a lower-level API that OpenGL can be implemented on top of, much like Gallium3D. As such, much development will continue in OGL, and only lower-level tuning will require the use of Vulkan. Here's a lengthier discussion about it: https://forums.khronos.org/showthread.php/9717-Will-Vulkan-effectively-quot-replace-quot-OpenGL-or-not https://forums.khronos.org/showthread.php/9717-Will-Vulkan-e...
- SXX 11y ago> My understanding is that Vulkan does NOT deprecate OpenGL, at least not for most use cases. It's clearly deprecate it in case of games and even more in the case of VR since you need high-end hardware that all support Vulkan. For other games and low/middle-end hardware you simply don't want to use OpenGL for cross-platform game since it's total mess on Windows thanks for Intel, AMD and Microsoft. So it's only usable on Linux / OS X and this is why PC game developers don't use it.
- TillE 11y ago> Vulkan is a lower-level API that OpenGL can be implemented on top of Well you could do that, but the higher-level graphics APIs use fundamentally different abstractions which need to be awkwardly translated into a format that the GPU expects. If you put an OpenGL wrapper on top of Vulkan, you lose most of the performance benefits.
- 0x0 11y agoPerhaps Metal could help on OSX.
- theandrewbailey 11y agoAbout the time when DirectX 10 and Windows Vista happened (2006-2007), the OpenGL ARB was having some political difficulties, from what I understand. OpenGL 3 was originally supposed to be a massive improvement like DirectX 10 was, but it eventually came out years later in a massively trimmed down form. The OpenGL standard has since caught up, more or less, but performance is in DirectX's favor, and has been for at least 10 years.