OpenGL just werks everywhere, Vulkan doesn't (if you only care about windows anyway just use DirectX).
Also Vulkan's clip space coordinate system is moronic and upside down
You'd only say this if you've never had to work with Vulkan. Only triple AA studio devs legitimately pushing the limit of what is possible with graphics engines have reason to use Vulkan, outside of that it's just not worth the effort to hyper optimize everything in the way Vulkan wants you to. The result is that any given indie dev working on a practical game is either going to use a pre-made engine, or utilize OpenGL.
OpenGL is never the problem, it's usually shit devs not implementing it properly (like Notch using immediate mode). You can still have compute shaders that take care of the vast majority of performance bottlenecks with OpenGL.
Yeah when the game is built with DX12 or Vulkan in mind, the CPU utilization is great. In RDR2 for example with either setting, pretty much every core and thread is even.
It's just funny that when it's that fake DX11 to DX12 wrapper or whatever, the exact opposite happens an performance is worse. They do this shit so they can lazily add ray tracing into their broken ugly game which is less supported on DX11.
>OpenGF
witcher vision
>DoF and motion blur on by default, FoV at 80
>A hideo kojima game
Greenflags
>PBR textures
Greenflag
The only technology that fixed piss filters
>Bethesda
Greenflag
>keyboard sensitivity
>Soulslike
Remake/spiritually successor
OpenGL = certified turboautist dev = greenest of flags possible
More likely some neckbeard is using some shit with an outdated codebase and is too arrogant to learn vulkan
Or too fat to learn D3D12.
OpenGL just werks everywhere, Vulkan doesn't (if you only care about windows anyway just use DirectX).
Also Vulkan's clip space coordinate system is moronic and upside down
vulkan is insanely difficult to use compared to opengl. you have to build every tool you want to use for developing a game engine from scratch.
you want to draw pixels on a screen? figure it out. textures? figure it out. buffer swapping? figure it out.
you can't just say use vulkan to people. they have to build stuff from scratch that doesn't involve making the game.
My stupid fricking marble game I made in godot uses Vulkan and I didn't have to invent graphics.
>vulkan
>10x more code for muh fps
enjoy bugs, especially on 2d games plain moronic
You'd only say this if you've never had to work with Vulkan. Only triple AA studio devs legitimately pushing the limit of what is possible with graphics engines have reason to use Vulkan, outside of that it's just not worth the effort to hyper optimize everything in the way Vulkan wants you to. The result is that any given indie dev working on a practical game is either going to use a pre-made engine, or utilize OpenGL.
>mentioned sometime in the past 20 years
>It’s a good game, but these mods are essential
Good games do not have essential mods.
Vicky2 does
Nude mods and physics mods are essential though
>photo mode
>t. non-programmer
These colors
i call it westaboo goyslop neon
>westaboo
??
i call you a mindbroken weebshit
I call it Finkcore
OpenGL is never the problem, it's usually shit devs not implementing it properly (like Notch using immediate mode). You can still have compute shaders that take care of the vast majority of performance bottlenecks with OpenGL.
>Game has collabs with IRL people
Sometimes they're funny; usually they're unironically awful.
Test
>DX12 game where DX11 is still an option
Many drivers are written by moronic street shitters so that 12 doesn't always work properly
Yeah when the game is built with DX12 or Vulkan in mind, the CPU utilization is great. In RDR2 for example with either setting, pretty much every core and thread is even.
It's just funny that when it's that fake DX11 to DX12 wrapper or whatever, the exact opposite happens an performance is worse. They do this shit so they can lazily add ray tracing into their broken ugly game which is less supported on DX11.
>OpenGL
I guess I didn't want to take screenshot and save instant replays anyway...
This is the biggest skill issue i've ever seen