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Modern engines will use Vulkan anyway.



Maybe they will, maybe not.

Before it happened, software developers need to choose whichever GPU API works best for their particular project.

Personally, I have not developed games for several years.

For the last 1.5 years, I’ve been working on a CAD/CAM software. Traditionally people use OpenGL for this area. I have picked D3D 11 instead. The renderer is reasonably sophisticated; there are many complex shaders in there. The software is now used by thousands customers worldwide, and yet there were very few rendering-related bugs so far.




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