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>It took decades for DirectX to be dethroned as the leading 3D raster graphics library, and even today it isn't technically fully replaced. And that's one of th
by ohgodplsno 3y ago
>It took decades for DirectX to be dethroned as the leading 3D raster graphics library, and even today it isn't technically fully replaced. And that's one of the easier ones.
You could easily argue that DirectX still hasn't been dethroned and that D3D12 has been leading the way in pretty much every case. The current Agility SDK has things that Vulkan and Metal could only dream of.
- smoldesu 3y agoI agree. DirectX still makes a very strong case for itself with ease-of-use, extra features and strong performance. That's the big reason I mention it's not fully replaced, because frankly it's not (and I say this as an ENORMOUS DXVK apologist). That being said, DirectX doesn't feel like the titan of the industry it once was. If you're shipping a multiplat title and intend to hit PC, PS5 and Xbox in one fell swoop, targeting Vulkan makes it a cinch. It wouldn't be as "native" as a DirectX-first title, but it does offer SPIR-V cross-compilation and a huge degree of control over how you present your program. It is not neccesarily easier to use, but I feel like I'm seeing it more now that game engines are supporting it. If Nintendo continues to develop their Vulkan drivers from what they were on the Switch, it's very likely that we will see a write-once-port-anywhere GPU API. Oh, and there's Metal too. Sorry pal, nothing nice to say about you. Go home, tell dad to let Vulkan play with you in the GPU sandbox.