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The problem is that OpenGL is (pretty much) dead, while Vulkan is a poor replacement for OpenGL when it comes to ease of use.


I don't run GL games anymore on elf/linux. And it has been a while. Most cross-platform game engines have a vulkan backend now.

Very small teams are able to show games running the latest UE5.x engine on native elf/linux, vulkan ("vein", "shmaragon" something).

But the steam client... is still 32bits and x11/GL hard dependent...

I still plan to code my own wayland compositor once the steam client is ELF64 and does proper wayland->x11/vulkan->CPU fallbacks. It will feel weird to have a clean 64bits system.


Yeah, there needs to be a DirectX 11-like API between Vulkan an OpenGL




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