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marmarama | 4 months ago
Closer to the hardware, more control, fewer workarounds because the driver is doing something "clever" hidden behind the scenes. The tradeoff is greater complexity.
Mere mortals are supposed to use a game engine, or a scene graph library (e.g. VulkanSceneGraph), or stick with OpenGL for now.
The long-term future for OpenGL is to be implemented on top of Vulkan (specifically the Mesa Zink driver that the blog post author is the main developer of).
m-schuetz|4 months ago
To what hardware? Ancient desktop GPUs vs modern desktop GPUs? Ancient smartphones? Modern smartphones? Consoles? Vulkan is an abstraction of a huge set of diverging hardware architectures.
And a pretty bad one, on my opinion. If you need to make an abstraction due to fundamentally different hardware, then at least make an abstraction that isn't terribly overengineered for little to no gain.
MountainTheme12|4 months ago
fingerlocks|4 months ago
flohofwoe|4 months ago
I would be very surprised if current Vulkan drivers are any different in this regard, and if yes then probably only because Vulkan isn't as popular as D3D for PC games.
Vulkan is in a weird place that it promised a low-level explicit API close to the hardware, but then still doesn't really match any concrete GPU architecture and it still needs to abstract over very different GPU architectures.
At the very least there should have been different APIs for desktop and mobile GPUs (not that the GL vs GLES split was great, but at least that way the requirements for mobile GPUs don't hold back the desktop API).
And then there's the issue that also ruined OpenGL: the vendor extension mess.
genpfault|4 months ago
https://docs.mesa3d.org/drivers/zink.html