![directx12 vs opengl 4.4 directx12 vs opengl 4.4](http://www.vmodtech.com/main/wp-content/uploads/2015/03/10/sapphire-amd-firepro-w4100/dsc_4899.jpg)
I can see it is not motivating for developers to work on DirectX 12 since it is limited to Windows 10 only. But perhaps DirectX 12 might not be even needed anymore since we have Vulkan. I believe DirectX 12 was removed because it simply became too much work to maintain it, but since it's removal the structure for maintaining backends has been removed, so a revival of DirectX 12 should be easier the next time. A detailed breakdown of the actual feature changes between 3.3 and 4.2 can be found in the 4.2 specification. So 'moving to openGL 4' means abandoning lower hardware, or having multiple rendering pathways. D3D10 hardware is represented by the 3.x versions of OpenGL. Perhaps DirectX 12 might return at some point, perhaps not. It exposes functionality of that hardware. With BasemarkGPU we focus on the Windows 10 platform and see what that brings us in performance as we can measure OpenGL, DirectX 12 and Vulkan, which is a nice option to look into from an API comparing perspective. GeForce RTX 3090 Founder review API Performance: Vulkan vs OpenGL vs DirectX12. Even better that that you can use the auto-updater with the development builds so you never have to bother downloading them from Dolphin's webpage. by Hilbert Hagedoorn on September 24, 2020. It simply isn't worth to stick on a build that still has DirectX 12 versus all the improvements which have come since.
DIRECTX12 VS OPENGL 4.4 UPGRADE
You should really consider to upgrade to the latest development build which hosts a series of great improvements, even your performance might be better. This is the same pipeline that has been used in computer games. When it comes to graphics capabilities, both APIs rely on the use of the traditional graphics pipeline. If you need to develop for more than Windows, OpenGL is the way to go. I might not have tested enough of my games. One major difference is that OpenGL is cross-platform, and DirectX is available only on Windows and XBox. That might be different with Synchronous Ubershaders (exclusive) through. At least Vulkan is providing me with the same speeds compared to DirectX 11with Asynchronous Ubershaders (hybrid). DirectX 11 is still faster with with compiled ubershaders on a NVidia GPU, but Vulkan isn't that bad actually. Vulkan is getting me some solid results, even on my NVidia GPU.
![directx12 vs opengl 4.4 directx12 vs opengl 4.4](https://mspoweruser.com/wp-content/uploads/2020/03/OpenGL-OpenCL-DirectX.jpg)
But you get Vulkan in return for DirectX 12, which actually is pretty good. It should still be present in the Stable 5.0 (which should be supported on the forums, I think, even if it is getting quite old by today). It is sad, but DirectX 12 has been removed in the development builds at some point.