The most recent version of OpenGL is 4.6, that was published in 2016, and since that date what we could to expect for the near future? I mean, of course, the new hardware features like DLSS or rayTracing
NVIDIA already said that theyâre not making an OpenGL extension for exposing ray-tracing. Basically, they said that if you need ray tracing and OpenGL rendering, then use OpenGL/Vulkan interop.
Also, the fundamental flaws of OpenGLâs basic rendering model become more and more of an impediment to implementation as the nature of rendering changes. For some things (âmesh shadersâ, for example), an OpenGL API makes sense. But not for others.
Basically, if you absolutely need access to all of the features of a GPU, then itâs time to start learning Vulkan.
So, then, the only way to do that in âreasonable timeâ is using DX12? because at the end, DX maintain a reasonable friendly API and vulkan need a more extensive work (and knowledment)
If you donât feel Vulkan is doing a good enough job for you, then yes, you can switch to D3D12. Though to be honest, how you claim that Vulkan doesnât have âa reasonable[sic] friendly APIâ, yet you seem fine with OpenGL baffles meâŚ
srry, I missed the correct words, probably I want to mean with âfriendlyâ a collection of more high level API functions.
If ease of use is what you are looking then use OpenGL, it will always be available and kept up to date for the large portion of developers that donât want to take the deep dive into Vulkan.
I donât find Vulkan that friendly of an API, sure its fast but exposing features can be a nightmare in the amount of code needed to do which will inevitably introduce bugs and longer development cycles.
If you donât need all the wiz bang features⌠take the OpenGL route.