Why directx ? #7644
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Godot currently doesn't use Direct3D – this is being implemented by godotengine/godot#70315. When that pull request is merged, the ability to use Vulkan and OpenGL on Windows will remain. There are a few good reasons to use Direct3D on Windows instead of Vulkan or OpenGL:
Some of the benefits of using Direct3D can be used with Vulkan by presenting with DXGI, which is an hybrid form where Direct3D is used for presentation and Vulkan is used for rendering. This doesn't sidestep the issues with Intel's Vulkan drivers on Windows though.
The Direct3D 12 driver reuses a lot of existing code. Core shaders don't need to be rewritten, as they're translated from GLSL to HLSL automatically. User-provided shaders continue to work as usual using the same approach.
Lots of hardware used by people in the Godot community doesn't support Vulkan yet, so we'll keep maintaining the OpenGL renderer for the foreseeable future. This is especially the case on mobile and web platforms (the latter can't run Vulkan in any form, and WebGPU is not a 1:1 replacement). |
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Console support. People asked for console support so the godot devs started working on it. |
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Vulkan may be faster than DirectX or OpenGL, but it's not as stable as them right now due to it being more recent. |
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Why godots use directx on windows ? vulkan more than enaught.
You waste resources!
Also support opengl is waste.
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