-To reiterate, the focus is _not on performance_, it is on a quick introduction to the current standard multi-platform graphics API while utilizing the modern paradigms and tools (at the time of writing). Even disregarding potential performance gains, Vulkan has a better and modern design and ecosystem than OpenGL, eg: there is no global state machine, parameters are passed by filling structs with meaningful member variable names, multi-threading is largely trivial (yes, it is actually easier to do on Vulkan than OpenGL), there are a comprehensive set of validation layers to catch misuse which can be enabled without _any_ changes to application code, etc.
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