• confusedbytheBasics@lemmy.world
    link
    fedilink
    English
    arrow-up
    62
    ·
    4 months ago

    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.

    • addie@feddit.uk
      link
      fedilink
      arrow-up
      36
      ·
      4 months ago

      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.

    • MonkderZweite@feddit.ch
      link
      fedilink
      arrow-up
      1
      arrow-down
      5
      ·
      4 months ago

      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.

      • voxel@sopuli.xyz
        link
        fedilink
        arrow-up
        4
        ·
        edit-2
        4 months ago

        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

        • AVincentInSpace@pawb.social
          link
          fedilink
          English
          arrow-up
          1
          ·
          edit-2
          4 months ago

          wgpu is a Rust library. Using it from programs they are not written in Rust, such as Godot games, poses a significant challenge.

          • voxel@sopuli.xyz
            link
            fedilink
            arrow-up
            1
            ·
            edit-2
            3 months ago

            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…

            • AVincentInSpace@pawb.social
              link
              fedilink
              English
              arrow-up
              1
              ·
              3 months ago

              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

    • bruhduh@lemmy.world
      link
      fedilink
      arrow-up
      4
      ·
      edit-2
      4 months ago

      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

  • MonkderZweite@feddit.ch
    link
    fedilink
    arrow-up
    5
    ·
    edit-2
    4 months ago

    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).