RFG_Ingmar: BUT DirectX is still the way of less resistance/pain if you are using Unreal Engine.
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