- Joined
- Jun 10, 2014
- Messages
- 2,995 (0.78/day)
Processor | AMD Ryzen 9 5900X ||| Intel Core i7-3930K |
---|---|
Motherboard | ASUS ProArt B550-CREATOR ||| Asus P9X79 WS |
Cooling | Noctua NH-U14S ||| Be Quiet Pure Rock |
Memory | Crucial 2 x 16 GB 3200 MHz ||| Corsair 8 x 8 GB 1333 MHz |
Video Card(s) | MSI GTX 1060 3GB ||| MSI GTX 680 4GB |
Storage | Samsung 970 PRO 512 GB + 1 TB ||| Intel 545s 512 GB + 256 GB |
Display(s) | Asus ROG Swift PG278QR 27" ||| Eizo EV2416W 24" |
Case | Fractal Design Define 7 XL x 2 |
Audio Device(s) | Cambridge Audio DacMagic Plus |
Power Supply | Seasonic Focus PX-850 x 2 |
Mouse | Razer Abyssus |
Keyboard | CM Storm QuickFire XT |
Software | Ubuntu |
I just want to add, OpenGL support is really a mixed bag. To this date, AMD still don't have reliable support, OS X/iOS doesn't support any recent versions and will drop support soon, and even some Android devices lack support for OpenGL ES 3.x, despite having hardware support. Vulkan adaption is still very slow on Android devices.OS Support for graphics APIs:
- DX11 - Windows Vista/7/8/10
- DX12 - Windows 10
- Vulcan/OpenGL - open standard, so can work in any OS
Actual implementation of API support depends on both OS and drivers.
…
When it comes to the improvements in Vulkan, most API overhead improvements have been added gradually in OpenGL 4.3-4.6, so developers can get the easy improvements of the new APIs. But what's lacking is most of the low-level control over memory etc. The benefits of this depends on the use case, and requires the game engine to be designed appropriately to do so.