disclaimer: i'm absolutely not an expert
linner
vulkan's existance is a blessing because now that a low-level API exists you CAN tell the GPU the optimal way to handle things if you know what you're doing... and you still CAN use a game engine's higher-level abstraction if you don't need/want to handle things so directly and trust the engine devs to do a good enough job for your use-case (which now they also CAN do better on their side)... win-win-win
before vulkan devs had to do all sorts of crazy workarouds to tame OpenGL into a better gpu path than it would choose on its own... if you're aiming for optimized code, "let me handle it for you" high-level APIs can make your life a lot harder than "tell me what you want step-by-step" low-level APIs
linner
vulkan's existance is a blessing because now that a low-level API exists you CAN tell the GPU the optimal way to handle things if you know what you're doing... and you still CAN use a game engine's higher-level abstraction if you don't need/want to handle things so directly and trust the engine devs to do a good enough job for your use-case (which now they also CAN do better on their side)... win-win-win
before vulkan devs had to do all sorts of crazy workarouds to tame OpenGL into a better gpu path than it would choose on its own... if you're aiming for optimized code, "let me handle it for you" high-level APIs can make your life a lot harder than "tell me what you want step-by-step" low-level APIs
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