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With some libs and tutorials, setting up a modern OpenGL pipeline has become reasonably easy, and extensions give you access to some state of the art features,
by mschuetz 6y ago
With some libs and tutorials, setting up a modern OpenGL pipeline has become reasonably easy, and extensions give you access to some state of the art features, sometimes even before DirectX (64bit atomics just made it into DirectX in december, but I've already used them in OpenGL 2018). I don't feel like switching to Vulkan, mainly because of all the reviews of others who said that it's incredibly cumbersome to use and after looking at certain aspects of Vulkan, I can see why. I don't really want to take the effort of diving into another badly designed graphics API at that point.
I do, however, very much look forward to WebGPU, which seems heavily based on modern Vulkan, Metal and DirectX, but it's comperatively easy to set up and work with. Major downside is the lack of cutting-edge features because WebGPU is targeting the lowest common denominator (=smartphones, and also the lowest feature set that all backends (DirectX, Vulkan, Metal) offer), but I've got the impression that it's going to be what OpenGL and Vulkan were supposed to be but didn't really manage to become: A platform-independent modern graphics API.