![]() ![]() I found it a useful excercise when learning to abstract out the differences with a small c++ framework that creates textures, vertex buffers, index buffers, renderstate collections etc, and implements those concepts in terms of BOTH apis/. This is what most people do, unfortunatly most of the "advice" you'll get on the internet seems be to from someone who has decided that pushing one or the other API is important to them! Don't get caught up in saying one is better than the other, learn both and see which seems a better fit. If you've not used either I would very much recommend learning the basics of BOTH and the slightly different approaches to the same underlying functionallity. Nhng mnh ngh chn DX ko l con ng qu kh, nu chu c ti liu k. Whereas it's quite hard to find good d3d11 examples and tutorials still. 23-12-2005, 09:58 Thc ra th dng ci g cng c, nu hc xong ri bc vo LT games th Direct hay OpenGL cng nh nhau c thi, ch quan trng g ht, nhng DX th h tr vertex shader v pixel shader high level, cn OpenGL lm my tr th. It tends to be much easier to find documentation for d3d9 than opengl (I mean for "modern" stuff, not examples using obsolete ways of doing things, (which is a problem with opengl, a lot of the tutorials and code out there is frankly obsolete and doesn't really use opengl properly now). (However if you are still at the stage of asking which to use then it's very unlikely to matter to you!) Developers typically use Unity Platformer and Unity Carting to test the performance of these two APIs, thanks to their compatibility with Unity. This leads to differences in performance. Compared to DirectX, OpenGL, and Metal, Vulkan is designed to provide lower-level access to the hardware, which allows for more control over how the hardware is. This adds some complexity to using it, but allows you to perhaps take more advantage of the hardware then opengl might at this point in time. OpenGL can produce system emulations without present hardware, while DirectX lets the app determine whether hardware presence is necessary. Thanks 1 5 Related Topics BlueStacks Software industry Information & communications technology Technology 5 comments yy633013 Koopatrillion 5 yr. ![]() ![]() This likely makes opengl easier to start learning than d3d11 which needs quite a bit of setup - but in "real" applications there won't be much in it.ĭ3d11 is designed to work better on multi core cpus and mult threaded software. DirectX or OpenGL Can you tell me which option i should go My PC specs: Intel 6700k, Nvidia 1060 6gb, 16gb ram. d3d has a more object oriented interface whereas opengl has a strictly "c" style interface (Although it deals internally with objects through "names" and handles). Changing from directx to opengl did in fact fix mine. Practical considerations are that opengl is available on more platforms, but that d3d tends to be better supported and work better on windows platforms. If you understand d3d11 then you'll pick up opengl in no time and vice-versa. Below that both APIs have vertex buffers, index bufers, textures, shaders, and so on and although they express that in different ways it's the concepts that are the hard part not the API. To be honest the hard part is not the API, it's the higher level 3d stuff. ![]()
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