Graphics API Preference?

Which graphics API do you prefer?

  • OpenGL

    Points: 6 54.5%
  • Vulkan

    Points: 2 18.2%
  • DirectX

    Points: 3 27.3%

  • Total voters
    11

Ico

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I'd like to hear opinions of which graphics API most people prefer.

If you're wondering what "Vulkan" is, it is "the new generation, open standard API for high-efficiency access to graphics and compute on modern GPUs. This ground-up design, previously referred to as the Next Generation OpenGL Initiative, provides applications direct control over GPU acceleration for maximized performance and predictability." Or simply put, it is a lower-level graphics API. Do note that OpenGL will still be undergoing development and that Vulkan has a slightly different niche from that of OpenGL. Vulkan will also have a steeper learning curve to it.
 
DX is tried and true. DX11 with windows 10 looks legit. It's about this time PC's push far past the graphics quality of consoles.
 
DX is tried and true. DX11 with windows 10 looks legit. It's about this time PC's push far past the graphics quality of consoles.

Eh? DirectX was always able to run on PC's. And the quality of graphics is only determined by the amount of work the developers put into making it "realistic." Since there are hardly any games (or simulations) that push to make higher-end graphics on PC's, I think that's where you're coming from when you say "It's about this time PC's push far past the graphics quality of consoles."

Also, Vulkan is actually the best for getting the most performance out of high-end graphics. This is due to the fact that Vulkan aims to be a lower-level API than other graphics APIs and has a very low driver overhead. These two things make Vulkan capable of squeezing every last bit of "juice" from your GPU and CPU. And, based on a benchmark, Vulkan has a whopping 79% reduction in CPU cycles spent in the driver compared to OpenGL ES (OpenGL for Embedded Systems (phones, tablets, etc.)).
 
I don't know where you heard that man, but Vulkan is very closely related to OpenGL.
In fact, it was originally termed "GLNext"
OpenGL Spends more time in the driver, and lets the driver do the work, and Vulkan spends less time in it. While that's good, it's NOT good for all games, or gamers.
A recent Valve survey showed almost 50% of systems cannot support OpenGL 4.1 , which equates basically to DX3D11. And Vulcan's minimum requirements.
There's still too much older hardware that has to be supported. So until they drop functional minimum requirements, or the PC world upgrades itself to a maybe 80% compatibility ratio, OpenGL is going to remain strong.

As of now, it's basically OpenGL 5.
I just hope this isn't the same situation we saw with Mantle and DX3D12.

Don't get me wrong, cross-platform standards are in huge demand right now.
Here's a keynote on Vulkan itself you might be interested in checking out.


(EDIT): To be fair though, since it's based on aspects of both Mantle/DX12 AND OpenGL, there's hope.
But for now, OpenGL will remain the standard...I'd say for 2-5 years.
However, phasing it out will come in due time.
[ame]https://www.youtube.com/watch?v=qKbtrVEhaw8[/ame]
 
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