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Thank you GOG. Have you guys heard of Vulkan?
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gagcom: Thank you GOG. Have you guys heard of Vulkan?
Sarcasm aside, Vulkan will be used for the native Linux version at launch.
Fact is that Directx through Vulkan handles better than Directx by it self that speaks Volumes about how M$ are screwing everyone.
Topics like this always feel like a religous discussion (Windows over Linux, Vulkan over DirectX etc.) ... I dislike this...
BUT DirectX is still the way of less resistance/pain if you are using Unreal Engine.
They are improving their level of support continuously, but we feel that we can improve much faster on our own work if we stick to DirectX for now. Of course we need to get it working for linux, but during EA we need that faster pace.

Hope you can accpet this as an answer.
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RFG_Ingmar: Topics like this always feel like a religous discussion (Windows over Linux, Vulkan over DirectX etc.) ... I dislike this...
BUT DirectX is still the way of less resistance/pain if you are using Unreal Engine.
They are improving their level of support continuously, but we feel that we can improve much faster on our own work if we stick to DirectX for now. Of course we need to get it working for linux, but during EA we need that faster pace.

Hope you can accpet this as an answer.
So many things on Directx almost seem like a prototype I see that it's much quicker to build on and with, but the results are night and day, Interpreted vs compiled -C++ just wins.
Post edited January 20, 2021 by wayke
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RFG_Ingmar: BUT DirectX is still the way of less resistance/pain if you are using Unreal Engine.
Hi
Thank you for this information, I am surprised but happy to hear it.
When you're not a developer but you're passionate about it, you read about it, and you make up your own mind with what you think you understand.
I've always heard that DirectX poses huge problems on Windos, and even more so on Linux.
Ex: Dan Ginsburg Claims Vulkan is Better than DirectX 12
Your communication is enriching, and if I understand correctly "Unreal Engine" still has a way to go to be easy to use with Vulkan ?

I take this opportunity to say thank you to the whole team, for the Linux version :-D
I'm looking forward EVERSPACE 2, but take the time you need to make a great game.
Thank you ROCKFISH.
Post edited February 15, 2021 by LinuxFire
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RFG_Ingmar: BUT DirectX is still the way of less resistance/pain if you are using Unreal Engine.
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LinuxFire: Hi
Thank you for this information, I am surprised but happy to hear it.
When you're not a developer but you're passionate about it, you read about it, and you make up your own mind with what you think you understand.
I've always heard that DirectX poses huge problems on Windos, and even more so on Linux.
Ex: Dan Ginsburg Claims Vulkan is Better than DirectX 12
Your communication is enriching, and if I understand correctly "Unreal Engine" still has a way to go to be easy to use with Vulkan ?

I take this opportunity to say thank you to the whole team, for the Linux version :-D
I'm looking forward EVERSPACE 2, but take the time you need to make a great game.
Thank you ROCKFISH.
Both are quiet easy to use in Unreal. The Point is what happens if a feature has a bug.
Assume fantasy company Œpic introduces some new feature in their engine with the patch note 'Ray tracing now simulates interference patterns for coherent light sources on a quantum level' (idk why you would want to have this... ... ... but ... science). Each implementation (DirectX / Vulkan) has a single but unique bug.

Since more companies use Win+DirectX (atm), the DirectX bug will be reported earlier with a higher amount of quality feedback (how to reproduce). In turn the DirectX bug will be resolved faster. With less effort for you as an individual to analyze what is going wrong. You could consider this a swarm synergy.

So the most important sentence in the article you have quoted is:
"But can it unseat DirectX 12 on Windows 10? A difficult task to be sure."
But the question isn't a technical one! It is an economical one!

(I won't do a lengthy post on the technical side. My personal assumption would be: they are up to par, Vulkan will become more influential (bc multi-platform), but we will see a complete new technology before one greatly out weights the other... Just guessing there)

Best regards,
Ingmar
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RFG_Ingmar: Both are quiet easy to use in Unreal. The Point is what happens if a feature has a bug.
Since more companies use Win+DirectX (atm), the DirectX bug will be reported earlier with a higher amount of quality
Thank you for this explanation, which helps to understand why not all games are made with Vulkan and would easily become cross-platform later on.
And also for the possible delays, on the updates of the Linux versions.
This double effort makes me even more grateful for the Linux versions, thanks Ingmar.

For the new technology, Vulkan will evolve, that's the strength of Open Source, OpenGL has become Vulkan, and tomorrow it will be present with the new technology, and still backwards compatible, I'm convinced of that ;-)

Best regards,
Post edited February 16, 2021 by LinuxFire