![]() ![]() As for Performance, I have found that DX12 outperforms Vulkan on a lot more cases. If we're to talk compatibility, this is Vulkan's biggest strength without question, as it is more than capable of running on just about anything with or without Windows, so long as the GPU supports it.Īt a glance there is almost no difference between DX12 and Vulkan, but DX12 updates a bit faster than Vulkan does at implementing newer feature, like Real-Time Ray-Tracing where DX12 had it long before Vulkan did. Yea, Vulkan is epic, I had fun learning Vulkan (And I struggle to understand the clusterf/// that Microsoft has written with DX12) although, Vulkan is hampered by the simple fact that it isn't a "Native" API, where as APIs like Metal (MacOS) and DX12 (Windows) Can outperform it more frequently in their home territory. Originally posted by Chibi310:I meant that in relation to Windows. ![]() So in term of reaching your audience, Vulkan tend to make more sense. Overall supporting Vulkan does make more sense though, since you get cross platform support for free: Switch, psX, Linux, MacOS, android and iOS, probably even xbox. In fact, Vulkan > dx12 is not extremely likely either, I'd expect to simply perform a lot alike, with some game a bit faster on one, and some others faster on the other, probably with some little driver differences too but that's it. They look a lot alike in fact, but vulkan is open, and has a bit of a cleaner base due to being done really from scratch, dx12 does not have a lot of legacy either tho. Originally posted by Chibi310:Which version of DirectX is the DirectX option referring to? I know that performance and looks should go like (From what I understand):īut I can't tell because it just says "DirectX - Default" which doesn't tell me if it's using the newer or older APIs.Īctually performance wise there is no reason dx12 > Vulkan. So yes, the Vulkan one is the way to play this game. I use a 144hz monitor, so I know anything over 144FPS is what many would think to be "wasted", but no, the overall "Feel" of how the game handles is definitely improved in the Vulkan version over the DirectX version. The responsiveness of the overall game feel also dramatically increased. I also had my suspicions that it wasn't DX12 when I played the Vulkan version and the colors where suddenly more vibrant and detailed than the DirectX version (Why I brought up HDR), plus my framerate shot up from around 300 to a solid 600 after I switched, and frame times also improved (the animations looked more "Smoother" than before). Vulkan is the alternative to DirectX 12, why would Vulkan exist in this game if the devs didn't use any State of the Art tech? Why isn't OpenGL 4.0 the alternate option instead of Vulkan then?Īlso, after doing a bit of research I found out that it indeed uses DirectX 10 (Before your link). But if you want an alternate answer to that question: Price.Īs for what prompted me to ask the question, it was the existence of "Vulkan" which voids out your argument for this specific game. I wasn't saying that Hades did, I was answering your question. So knowing full well which API is being used, would allow me to select the developer's real vision. And I would like to enjoy this game at its absolute best. I only asked because Option #2 is "Vulkan" when booting up the game, meaning there could definitely be more to the game's visuals than advertised. There's a lot more to the more advanced and newer APIs than just "Moar 3D Graphics". HDR for example isn't really available on DirectX 10 and below, which would be incredibly beneficial for a game like this. It can actually improve the visuals by supporting newer Display Technologies that can be exploited by the newer API like more clearer and vibrant colors and smaller details like that. My question is which version of DirectX is being used, since DX12 even for a game this simple can benefit from the lower level API to make it more responsive and smoother playing. But, that's not why I started this thread. While DX12 and Vulkan both can offer up superior performance over DX11 (And below) and OpenGL, their main weakness is in their difficulty to use. And for future proofing (Which is the obvious reason why you should use anything new). Performance, which is something that can be effective regardless of why. ![]()
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