which was one is better??
directx or opengl
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12-25-2017, 01:35 PM
(This post was last modified: 12-25-2017, 01:35 PM by ExtremeDude2.)
On Windows:
AMD: D3D11 or Vulkan Nvidia: Any. D3D11 recommended for ubershaders. Intel: D3D11 On Linux AMD: Vulkan Nvidia: Any Intel: OpenGL. 12-29-2017, 03:22 AM
i know that dx12 is still experimental but i believe that dx12 will be better than opengl in the near future
12-29-2017, 03:29 AM
01-01-2018, 01:38 AM
(This post was last modified: 01-01-2018, 01:43 AM by Der Siebte Schatten.)
The best you could do is test by yourself different configurations and different games I think.
On mine (NVidia GTX970M on Windows 10 x64), Direct3D 12 gave me slightly better results on the stable release. But it's Vulkan (on development releases) that gave me huge improvements overall compared to Direct3D 11 or OpenGL. It was really visible on the Ice Station level of Timesplitters 2:
A friend of mine had better results with OpenGL, so it really depends on your configuration and the games you play. So just try and see... ;) ![]() MSI Desktop: Intel Core i7-9700K 3.6 GHz/4.7 GHz, 32 Go DDR4, NVidia GeForce RTX 2080, 512 Go SSD + 2 To HDD, Windows 10 Professional x64 Insider Preview (Slow Ring)... and of course latest Dolphin x64 development build! 01-03-2018, 05:24 AM
(01-01-2018, 01:38 AM)Der Siebte Schatten Wrote: The best you could do is test by yourself different configurations and different games I think. That's interesting - generally people are saying that "Hybrid" ubershaders on nvidia drivers still cause stuttering on all APIs but dx11 (ie vulkan and opengl). I wonder if it's driver revision or device specific? Or you happened to test a game that doesn't hit the shader compiler as hard, or happened to have everything already in the shader cache? 01-03-2018, 06:21 AM
(01-03-2018, 05:24 AM)JonnyH Wrote: That's interesting - generally people are saying that "Hybrid" ubershaders on nvidia drivers still cause stuttering on all APIs but dx11 (ie vulkan and opengl). I wonder if it's driver revision or device specific? Or you happened to test a game that doesn't hit the shader compiler as hard, or happened to have everything already in the shader cache? I had stuttering rarely, on Super Mario Sunshine for example. But when it happens, it's quite light and last for the first 10 seconds at most. Then it disappears completely... Can't answer you how it works that way though... |
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