![directx 12 vs vulkan directx 12 vs vulkan](https://overclock3d.net/gfx/articles/2019/11/07102220764l.jpg)
Directx 12 vs vulkan driver#
Thankfully Basemark GPU 1.1 proves to be less difficult to test than its 1.0 release, proving to work flawlessly with AMD's latest driver releases, a trouble spot for the benchmark's previous incarnation.
![directx 12 vs vulkan directx 12 vs vulkan](https://hwrig.com/wp-content/uploads/2020/12/vulkan-vs-dx12.png)
![directx 12 vs vulkan directx 12 vs vulkan](https://growtechy.com/wp-content/uploads/2018/08/dx12-dxdiag-100564701-orig-e1561990918975.png)
If you are more interested in graphics or game-related technology (audio and media, engines, simulations, real-time interactive behvaior, etc.) in general, then learning Direct3D 11 is as good a place to start as any.Once again the hardware boffins at Basemark have provided us with an interesting tool for API analysis, giving us an excellent opportunity to see the shortcomings of legacy APIs like OpenGL and the benefits of its modern equivalents, DirectX 12 and Vulkan. If you have a game vision you want to make, then look at something like Unity or Unreal Engine so you can focus on game development aspects. You may not know enough right now to really judge fully, but these are distinct paths in the industry. One thing I can suggest is that you decide if your passion is really game development or graphics programming. You can certainly learn the basics of graphics programming and game development on other platforms, but I can't speak to the best options there.
Directx 12 vs vulkan update#
UPDATE DirectXTK is also a good place to start because once you have learned it on DirectX 11, you can transition over to the DirectX 12 version and have a leg-up on the basics. If you are interested, I suggest taking a look at the DirectX Tool Kit for DirectX 11. All modern Windows platforms support Direct3D 11 including Universal Windows Platform (UWP) Windows Win32 desktop apps on Windows 7, 8.1, or 10 and Xbox One. Direct3D 9 is only applicable to legacy systems or emerging markets which tend to have very specific and idiosyncratic hardware requirements. With Direct3D 12/Vulkan, you can multiply the challenges even further with driver crashes that stop your application, timing-based synchronization issues that change based on even tiny differences in variables, or worse it works perfectly fine unless you use a different screen resolution or completely fails on a different PC.ĭirect3D 11 is a good API for learning graphics programming and game development on the Windows platform. It's particularly challenging to debug in context with GPU shader programming once you move beyond trivial shaders.
Directx 12 vs vulkan code#
You can mess up a single number in a thousand lines of code and end up with a blank screen and have to work out what went wrong. Graphics programming is already a challenging discipline particularly when it comes to debugging. These APIs are intended for expert graphics programmers who essentially want to talk directly to the video driver with some level of vendor-neutral abstraction. Both APIs expose the application programmer to the intimate details of the GPU, making you fully responsible for synchronization in a 'lock-free' style, memory management including all edge-cases such as low-resource scenarios, fully described state, etc. Neither is an appropriate API for a newbie.