Compare DX12 vs Vulkan in performance, platform support, development complexity, and features. See which graphics API outdoes the other on Windows, Linux, Xbox, and for cross-platform development.
In today’s graphics development, we see a great discussion between DX12 vs Vulkan. Both APIs are in place to provide low-level access to GPU hardware, thereby reducing CPU overhead and maximizing performance. But when we look at DX12 vs Vulkan, we see that issues of platform support, development complexity, performance, and ecosystem play large roles.
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To understand DX12 vs Vulkan, look at their origins.
DX12 is targeted at Windows-centric platforms, while Vulkan is not tied to any platform.
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When it comes to the performance of DX12 vs Vulkan, both APIs present similar features. They are low-level APIs that:
In the field of real-world testing, what is seen is that for the most part, performance differences between DX12 and Vulkan are a result of driver optimization and developer implementation rather than the API on which they are based.
In most cases performance of DX12 and Vulkan is equal when both are properly optimized.
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Platform support is a major issue in the dx12 vs vulkan decision.
In a project that is exclusive to Windows, DX12 is the go-to. But for cross-platform projects, Vulkan comes out on top in the DX12 vs Vulkan debate. For developers who go after PC, console, and mobile markets, Vulkan has it all.
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Another major issue between DX12 and Vulkan is development complexity.
DX12 benefits from very tight integration with Windows tools, like Visual Studio. Also, the debugging and profiling tools are very well developed and user-friendly. In the Microsoft ecosystem, we see that DX12 is a more manageable solution.
Vulkan is also known for its verbose and explicit nature. It has in depth set up which is done out in the open. This does give the developer more control, but at the same time also increases the learning curve.
DX12 does, in many ways, outperform Vulkan in the DX12 vs Vulkan comparison, in particular for those that are already in the Windows development space.
Both in DX12 and Vulkan, we see support for the latest GPUs from NVIDIA, AMD, and Intel. In the debate between DX12 and vulkan hardware compatibility is a tie. However, that is that DX12 updates, which tie to the Windows updates, but Vulkan, which has support in the GPU vendors and the Khronos ecosystem, for drivers that, at times, may affect performance and consistency.
In most cases, we see that between DX12 and vulkan hardware support is even across major GPU manufacturers.
In the comparison of DX12 vs vulkan we see which features such as:
are available in both environments.
DX12 includes support for ray tracing in the form of DXR (DirectX Raytracing), and at the same time, Vulkan has its own set of ray tracing extensions. In terms of features, which is a point of comparison between the two, DX12 and Vulkan are very much at the same level.
The choice between DX12 vs Vulkan depends on your project.
Choose DX12 if:
Choose Vulkan if:
In DX12 and Vulkan, there isn’t a typical winner. Both are great at delivering high-performance graphics.
In terms of performance and efficiency, the DX12 and Vulkan comparison puts forth two very current graphics APIs. While DX12 does well with its integration into Windows and the Xbox, Vulkan does better in terms of wide-scale platform support and flexibility. In the end, which you choose between DX12 and Vulkan is based on your development goals, target platforms, and team expertise.
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