Forum Discussion
HotCakeX
Mar 27, 2020MVP
Which one is better? Skia API as the graphics API or OpenGL ES
I'm looking for pros and cons of each API, because Edge Canary version 83.0.467.0 has a new flag called: Skia API for compositing If enabled, the display compositor will use Skia as the graphic...
- Mar 24, 2022Ran into this and opened a ticket with Microsoft, just got it resolved with this.
SharePoint 2019 - new farm March 2022 CU.
We couldn't get emails to work. We could Telnet email, and could PowerShell emails. However Alert-Me - didn't work; SharePoint 2010 / 2013 emails didn't work. We then ran this and checked, it said that Outbound Email was using SSL - yes - HOWEVER it should NOT be enabled. So we then set it to False and checked and emails all worked in alerts and in SP2010 and SP2013 workflows!
PS C:\Users\Service.spfarm> $webapp=get-spwebapplication "https://DNSName-notServerName"
PS C:\Users\Service.spfarm> $webapp.OutboundMailEnableSSL
True
PS C:\Users\Service.spfarm> $webapp.OutboundMailEnableSSL =$false
PS C:\Users\Service.spsfarm> $webapp.update()
PS C:\Users\Service.spfarm> $webapp.OutboundMailEnableSSL
False
PS C:\Users\Service.spfarm>
Run these to use the DNS name of your farm https://SharePointFarmNameHere (NOT the FQDN or NETBIOS name of your server - SPFarm2019-0) (NO!)
$webapp=get-spwebapplication "https://DNSName-notServerName"
$webapp.OutboundMailEnableSSL
That will tell you TRUE or FALSE.
To change it to false (to change it to true, change $false to $true)
$webapp.OutboundMailEnableSsl =$false
Then update it:
$webapp.update()
Then check the value, hopefully (IF YOU WANT IT TO BE FALSE) it should be T or F.
$webapp.OutboundMailEnableSSL
Thraetaona
Mar 28, 2020Iron Contributor
You're welcome,
In addition to being performant, yes; writing platform specific code to use the fastest API on each target is going to need a lot of maintenance and most likely introduce many bugs.
Both Direct2D and Skia are fairly fast; also OpenGL calls in windows end up being translated to their DirectX counterparts through ANGLE anyway.
But if they wanted to avoid that very little overhead they could just write a DirectX backend for Skia rather than abandoning it and switching to Direct2D completely.
Or even better, a Vulkan backed, given how its cross-platform and much faster than any other alternative. Best choice for mobile devices, too.
In addition to being performant, yes; writing platform specific code to use the fastest API on each target is going to need a lot of maintenance and most likely introduce many bugs.
Both Direct2D and Skia are fairly fast; also OpenGL calls in windows end up being translated to their DirectX counterparts through ANGLE anyway.
But if they wanted to avoid that very little overhead they could just write a DirectX backend for Skia rather than abandoning it and switching to Direct2D completely.
Or even better, a Vulkan backed, given how its cross-platform and much faster than any other alternative. Best choice for mobile devices, too.
HotCakeX
Mar 28, 2020MVP
In games that I've played DirectX 12 is slightly better than Vulkan but if it's between DirectX 11 and Vulkan then Vulkan is a better choice.
so even though browsers need far less power than AAA games but using Vulkan in Chromium would result in better performance
Operating system support: Android, Linux, Windows, Nintendo Switch, Stadia, Tizen, macOS
it's interesting Vulkan has only been around for 4 years yet it managed to be almost on par with DirectX12 from Microsoft with years of development and experience behind the project
so even though browsers need far less power than AAA games but using Vulkan in Chromium would result in better performance
Operating system support: Android, Linux, Windows, Nintendo Switch, Stadia, Tizen, macOS
it's interesting Vulkan has only been around for 4 years yet it managed to be almost on par with DirectX12 from Microsoft with years of development and experience behind the project
- ThraetaonaMar 28, 2020Iron ContributorDepends on hardware, for example on AMD Vulkan usually outperforms D3DX12.
Combined with consoles, cloud gaming, mobile and desktop support of Vulkan, where AMD or ARM based hardware are mostly used.
It also depends on how the code is written, while both are relatively low level, they work different in some cases, so only knowledge of a single API isn't enough to write optimized-efficient code for the other.
WebGPU is a new addition to the web platform, successor to WebGL 2 (2.1).
That should make Graphically intensive (not necessarily AAA) games possible.
WebGPU will probably have several backends (modern OpenGL, DirectX11/12 and Vulkan), Using Vulkan also allows for less power consumption or higher performance on low-end underpowered devices.
Well Microsoft has had a lot of experience with previous versions of DirectX and knew the underlying OS/hardware very well.
For years OpenGL has been far superior to DirectX, up until the DirectX 7-8.1 era; Vulkan which was initially called 'OpenGL next' is aiming to provide a performant and standardized interface (Which OpenGL unfortunately lacked until recently) across the industry.