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OpenGL and DirectX are different enough in matrix stuff that it won't switch nicely.
If you having issues update the graphics driver for both the discrete and intergrated GPU.
I already updated the AMD GPU months ago, it's most likely due to not working well with OpenGL. Oh well... it works fine with the Intel GPU if I don't exit to the desktop and all that.
Besides, OpenGL support for AMD is apparently ♥♥♥♥♥♥♥♥. We really need an universal API asap.
Agreed, I programmed for both in school and OpenGL was WAY better in getting started and working with, not to mention it is Multi-platform, where as DirectX is Windows only.
Though an Open Source version of DirectX, called ReactX is found in React OS[www.reactos.org]
but the OS is currently in alpha.....
All in all, OpenGL *is* the correct answer, I rather doubt that amd is lacking opengl support ;p
It's not lacking OpenGL support, but that support is garbage. Just make a quick search and see what people have to say about it; doesn't look pretty. Besides, it might be easier to work with, but that doesn't mean it's good. I mean, I got curious on how different was Vulkan in comparison, and saw a graphic that stated OpenGL only uses the next CPU core until the first one is completly filled. I understand that Linux users only have OpenGL, but it feels like an unoptimal renderer for everyone else.
Anyway, I beat the main campaign with the integrated card. TracerKill exploit makes the framerate go crazy, but overall I had acceptable performance. Loved the final mission, and already loving Labyrinths so far.
Not quite right on OpenGL being CPU based
OpenGL 1.0 to 2.1 used the a lot CPU for processing, but OpenGL 3.0 and Up uses more of the GPU due to the programmable pipeline which is where shaders do their work.
Vulkan is a lower-level graphical API made mainly by amd that makes everything a lot faster if you do it right, but can be slower if the pipeline is set up wrong.
If the rendering is being done on the cpu, that means something has gone horribly wrong, *or* it's possible the integrated card is actually just straight up cpu rendering (possible with Intel cards, they have a reputation for not being the best)
all in all, sounds like you've gotten things to work out, although I should point out that hacknet *is* C# (formerly XNA, but got moved to FNA)