Vulkan vs directx 115/5/2023 ![]() ![]() ![]() Henri Verbeet in a message to the Wine mailing list Actual development didn't start until early 2019, mostly due to a lack of resources. The road to a fully functional built-in Direct3D 9-11 to Vulkan Wine translation layer has been a long one. The built-in Wine translation layer for Direct 9 to 11 has, and still is by default, been translating draw calls to OpenGL. Wine has had a great built-in DirectX 12 to Vulkan translation layer (vkd3d) and a layer for running Windows Vulkan programs on other platforms with Vulkan-support (wine-vulkan) for quite some time. Monster Girl Island running under Wine using the new Vulkan Direct 10 renderer and a MangoHud overlay showing details about the systems Vulkan rendering back-end. This new wined3d Vulkan renderer is now at a point where it can be used to perfectly run some Direct3D 10 games. The Wine developers have secretly been working on their own Direct3D 9-11 to Vulkan translation layer written entirely in beautiful C. DXVK is written in C++ and it is kind of a mess. There is also an alternative compatibility layer for Direct3D 9-11 called DXVK available which translates Direct3D calls to Vulkan instead of OpenGL. On top of that Vulkan has an extension mechanism that allows us to work very closely with AMD, NVIDIA and Intel to do very specific optimizations for each hardware.”ĭSO promised a more in-depth interview soon too, and we look forward to hearing more from id Software.The Wine Is Not an Emulator compatibility layer for running Windows software on GNU/Linux machines has long had a built-in OpenGL compatibility layer for games and other software using Direct3D 9-11. We choose Vulkan, because it allows us to support Windows 7 and 8, which still have significant market share and would be excluded with DirectX 12. On the tools side there is very good Vulkan support in RenderDoc now, which covers most of our debugging needs. The low level nature of those APIs moves a lot of the optimization responsibility from the driver to the application developer, so we don’t expect big differences in speed between the two APIs in the future. “DirectX 12 and Vulkan are conceptually very similar and both clearly inherited a lot from AMD’s Mantle API efforts. On the other hand, OpenGL has a bigger feature set through extensions and it is less restrictive in terms of certain GPU operations.”. Also admittedly, there is a broader range of tools that work with DirectX than OpenGL at this point in time. DirectX 11 might have an advantage when it comes to optimizations on driver side, as more effort was put into that over the years by the IVHs compared to OpenGL. ![]() “Overall we had very little issues developing DOOM with OpenGL. “As Axel told us, OpenGL has a bigger feature set through extensions and it is less restrictive in terms of certain GPU operations, something that was ideal for what id Software was going for.” Said DSO. ![]() The good people over at DSO Gaming managed to get hold of id Software’s Tiago Sousa and Axel Gneiting, and took the time to interview them about OpenGL over DX11, as well as asking why they went with Vulkan over DX12. With the latest Doom game being another big hit, and a graphical powerhouse, did you ever wonder why they chose Vulkan over DirectX 12? Id Software is one of the best-known game developers in the world, having created smash hit games for many generations. ![]()
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