There is no reason why I should have to use a different APIs to access the exact same graphics hardware depending on whether I'm running Windows, Linux or MacOS.
OpenGL and Vulkan work just fine.
There is no reason why I should have to use a different APIs to access the exact same graphics hardware depending on whether I'm running Windows, Linux or MacOS.
OpenGL and Vulkan work just fine.
With big fat asterisks for the AMD OpenGL drivers on Windows :-P.
Just recently i read about someone trying Zinc (the OpenGL-on-Vulkan implementation) on AMD hardware under Windows is actually faster than AMD's own drivers (which is on line with what i've observed with my own code between AMD on Windows with AMD's drivers and AMD on Linux with Mesa with the latter being way faster than the former).
Regardless, i've switched back to Linux ever since i could run most of my games without needing Steam and Proton (wine-staging with DXVK and VKD3D-Proton - which works on regular Wine too - seems to work perfectly fine).
My only gripe is VRR under Gnome. I might try Sway out again.
It only took 20 years to have RenderDoc catch up to PIX, and still nothing comparable to DirectXTK or MetalKit in sight.
And in regards to game consoles even worse.