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File: 1788076617412097.png (40 KB, 1300x500)
40 KB PNG
why doesn't more games use it by default? it was already proven to be much better than DX
>>
Won't run on PCs made 2 weeks ago. Irrelevant garbage.
Also, /v/ NOW.
>>
Many games use it
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>>109688303
Only as a second option besides DX12. Most of the time it is even called
>Vulkan (Beta)

It's used by DXVK and Proton. But a vast majority of games don't use it natively.
>>
>>109688320
>Most of the time it is even called
>>Vulkan (Beta)
Never seen that
>>
vulkan is giga zased
>>
What's with all these /v/ threads written in broken english?
>>
>>109688475
not just /v/ but also /mu/
the botnet is there
>>
>>109688561
Just answer the question, smarty pants
>>
https://github.com/GPUOpen-Drivers/AMD-Gfx-Drivers/issues/93#issuecomment-4012656074

>AMD has revisited the level of support we will provide in the maintenance branch and will port Vulkan extensions on a case-by-case basis. Unfortunately, support for descriptor heaps is heavily dependent on mainline software architecture updates and is not currently targeted for support in the maintenance branch.

AYYMDEADPOORFAGS NOT LIKE THIS ACK
>>
>>109688645
dead website
>>
>>109688475
you shouldn't venture there to begin with
>>
>>109688475
/v/ stands for Vishnu.
>>
>>109688197
Has the AI bubble gotten so bad that they're genuinely putting 15-year-old GPUs in brand new PCs?
>>
>>109688197
Obsessed OpenGLfag
>>
>>109688182
better ? yes
easier to use than DirectX? no
>>
>>109688182
because you dont know how game development works. deadlines are a thing so the team chises one engine then gets to it, they cant do two
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>>109689450
>easier to use than DirectX? no
Can you elaborate?
In which way is it harder?
>>
>>109688182
XBOX
>>
>>109689981
Good morning saar
>>
>>109690072
lol what
>>
>>109689450
This, I was ready to drop it already after drawing the fucking triangle
>>
OpenGL just works.
>But muh performance
Skill issue. Stop sending millions of draw calls.
>>
>>109688197
1.3 supports 15 year old GPUs, and if you don't mind a worse API, you can support even older ones.
>>
>>109688182
It's literally inferior to DX12. DX12 at least some form of work graph. Vulkan still won't ratify one
>>
>>109688561
the botnet is absolutely here. incredible obvious, too. probably tuned for 80% mainstream rubbish like GTA 6 / DLSS5 and 20% niche like Rust / whatever
>>
>>109692044
>it's the hecking botnet!!!
>no it has nothing to do with native english speakers becoming the minority that's ridiculous
>>
Nobody has answered the simple question yet.
>>
>>109688182
>why doesn't more games use it by default?
Imagine you're writing a AAA game. List the platforms you need and the APIs you need to implement to support them.
Playstation: GNM only
Xbox: D3D12 only
Windows: D3D12 or Vulkan
Switch 2: NVN (or technically opengl and vulkan, but AAA uses NVN)
Mac: Metal, or don't bother
Linux: Irrelevant, just check that the Windows build runs OK on Steam Deck/Machine

So for the consoles you need GNM, NVN, and D3D12.
Then for Windows you can either
>reuse most of the D3D12 codebase you've written for xbox
or
>add Vulkan separately
Why would you do the latter? It's a lot of extra work and doesn't really buy you anything.

However the funny thing about Vulkan is that the handful of games that do use it, tend to be very well programmed. Doom, Indiana Jones.
Detroit Become Human was an interesting early example. It was one of the first to require a long shader precompilation step, but was otherwise technically impressive.

>it was already proven to be much better than DX
Well I don't know about that. At least on Windows, I don't think Vulkan necessarily has any technical advantage over D3D12. Those games would likely run just as well if the same programmers had written it in D3D. Red Dead 2 runs about the same on both.
In fact my understanding is that D3D12 has a latency advantage over Vulkan on Windows if Vulkan is used naively. However you can do some voodoo shit to use Vulkan together with a DXGI swapchain and most AAA Vulkan games do exactly that.



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