Support us on Patreon to keep GamingOnLinux alive. This ensures all of our main content remains free for everyone. Just good, fresh content! Alternatively, you can donate through PayPal. You can also buy games using our partner links for GOG and Humble Store.
We do often include affiliate links to earn us some pennies. See more here.
Epic Games have done a talk at SIGGRAPH 2017 and it turns out they're looking to make Vulkan the default API for exported Linux games.

The Epic Games presentation starts from 1:18:45. If you listen at 1:21:55 it's mentioned a few seconds later that Vulkan will be made the default for Linux.
YouTube Thumbnail
YouTube videos require cookies, you must accept their cookies to view. View cookie preferences.
Accept Cookies & Show   Direct Link
Hopefully this will help the developers who've been having lots of issues with OpenGL in Unreal Engine, like EVERSPACE.

It sounds like Epic are actually putting quite a bit of focus on Vulkan, which is great. If you have access to their github, you can actually run the editor with Vulkan right now by passing "-vulkan" to it when you launch it.

Thanks for the email mirv! Article taken from GamingOnLinux.com.
15 Likes
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. You can also follow my personal adventures on Bluesky.
See more from me
The comments on this article are closed.
All posts need to follow our rules. For users logged in: please hit the Report Flag icon on any post that breaks the rules or contains illegal / harmful content. Guest readers can email us for any issues.
22 comments
Page: «2/2
  Go to:

roothorick Aug 5, 2017
Said it before, will say it again. OpenGL will quickly go the way of FORTRAN: only good for legacy code (but still a valuable skill because of legacy code). Developers leaving their GL codepaths to rot as they focus on Vulkan is just a sign of the times, and I personally don't see any issue with it.

Vulkan ( and D3D12 actually ) are properly supported only on Windows 10, but not other Windows versions. Eventually Vulkan will have broad WIndows support, so it will be interesting to see if D3D12 then gets a magic backport to older Windows versions.

Eh, not really. Nvidia and AMD have already backported their Vulkan implementations all the way back to Win7. I don't know about performance compared to Win10 but they're plenty fast measured in isolation.

DX12 is indeed restricted to Win10, however, and the response to this has been most developers continuing to support primarily if not exclusively DX11, even on Win10. X-Bone may require DX12, but the low-level nature of the API combined with the strictly fixed hardware means it takes far less effort to make a DX12 renderer tooled specifically for the console than it would to make a DX12 renderer targeting the PC. Thus, developers usually only use DX12 on the console, and opt for a single renderer backend on PC -- which is usually DX11.

I really hope that MS stubbornly clings to restricting DX12 to Win10; that would be a huge boon for us, pushing developers towards Vulkan, which would dramatically increase compatibility with Wine and make native ports easier. Their bullish disregard of complaints and concerns about Win10 suggests there's a good chance they will.
silmeth Aug 5, 2017
Said it before, will say it again. OpenGL will quickly go the way of FORTRAN: only good for legacy code (but still a valuable skill because of legacy code). Developers leaving their GL codepaths to rot as they focus on Vulkan is just a sign of the times, and I personally don't see any issue with it.

I actually expect some people will try to make new high-level APIs implemented on top of Vulkan¹ to be the next OpenGL-level API, but more modern and sensible, some others will actually try to implement OpenGL-over-Vulkan² (similarly to the project of D3D9 on top of Vulkan – VK9 etc., and one of them will finally, after a dozen years or so, win and become the de-facto new standard with a reasonably large community.

But before that, I expect smaller teams to keep using OpenGL, and the bigger ones to sculpture their own things using Vulkan, D3D12 and Metal.

¹ Like nVidia’s VkHLF
² There are attempts, but with virtually no activity for some time.


Last edited by silmeth on 5 August 2017 at 9:03 pm UTC
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.