Unless you use AMD graphics cards, are on windows or not using the opensource Linux drivers, or are not running a game that is patched to fix it's specific OpenGL issues.... then DirectX or Vulkan is better.
(08-06-2018, 08:12 AM)Helios Wrote: [ -> ]Vulkan is not "superior"
It has it's use cases but for some stupid reason gaming media sites decided to market it towards users as well as being the second coming of christ. Surprise, they had no fucking idea what they were talking about.
What you do get though is a much more error prone API with shit tons of boiler plate and if you're not careful you'll just write slower code than if you just used D3D11 or GL.
Additionally, Vulkan is not deprecating GL anywhere. Khronos just finished up GL 4.5 so GL is still a very valid thing to use to make an app with. Vulkan has it's uses but it's not universally "better"
EDIT: GL 4.6
Thanks.
I use ubershaders and a NVidia GPU. Does D3D still do a better job than Vulkan, generally speaking ?
Unless you're running some obscure game that needs Vulcan on your settings (highly doubt it's possible, but hey), then D3D is most likely the way to go.
Twilight Princess runs a lot better on Vulkan, and I doubt you could consider that obscure.
You do have a point. Although, wouldn't Vulkan API introduce many bugs not present when using D3D or OpenGL? I'm just basing this off of my experience, though, so I'll probably be wrong.
In theory, every backend should produce identical results. Only the time it takes for them to do it should change.
But many things should be perfect in theory. My point is that since they differ, one could have a render method that breaks a few textures, which is why some games are almost always better off using a different backend, because it renders the texturrs efficiently and correctly.
AFAICT all hardware-accelerated backends available in Dolphin at the moment produces the same graphics. If that's not the case, you're probably hitting a GPU driver bug somewhere that might be avoided by using a different backend...