this post was submitted on 12 Mar 2024
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    [–] [email protected] 61 points 1 year ago (1 children)

    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.

    [–] [email protected] 12 points 1 year ago (2 children)

    I'd say most people's lives in the matrix were not such an 'easy life'

    [–] [email protected] 8 points 1 year ago (1 children)

    1999, peak civilization, just easy lives for everyone!

    [–] [email protected] 3 points 1 year ago (1 children)

    Except if you're X% of the population. The XX% though...

    CC BY-NC-SA 4.0

    [–] [email protected] 5 points 1 year ago

    Except if you're X% of the population. The XX% though...

    [–] [email protected] 1 points 1 year ago

    It looked pretty easy compared to not being in the matrix.

    [–] [email protected] 18 points 1 year ago

    just mentally visualise what you should be seeing based on the sound of your GPU fans

    [–] [email protected] 16 points 1 year ago

    Uses Godot.
    Makes a proprietary game.

    [–] [email protected] 15 points 1 year ago
    [–] [email protected] 10 points 1 year ago* (last edited 1 year ago) (1 children)

    take both and use webgpu/wgpu

    [–] [email protected] 1 points 1 year ago (1 children)

    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.

    [–] [email protected] 4 points 1 year ago* (last edited 1 year ago) (1 children)

    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

    [–] [email protected] 1 points 1 year ago* (last edited 1 year ago) (1 children)

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

    [–] [email protected] 1 points 1 year ago* (last edited 1 year ago) (1 children)

    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...

    [–] [email protected] 1 points 1 year 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

    [–] [email protected] 8 points 1 year ago* (last edited 1 year ago)

    Yes transitioning to using Vulkan might be a good choice.

    [–] [email protected] 6 points 1 year ago (1 children)

    I'm likely to switch to Linux soon and I'm definitely struggling with this choice :/

    [–] [email protected] 4 points 1 year ago* (last edited 1 year 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

    [–] [email protected] 5 points 1 year ago

    Unsure if the person to whom the choice is being offered is Adam Jensen or Gordon Freeman. πŸ€”

    [–] [email protected] 5 points 1 year ago* (last edited 1 year 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).