|
|
|
|
|
by jsheard
749 days ago
|
|
It's not quite as bad as it used to be, various later additions to Vulkan like dynamic rendering have eliminated some of the complexity it originally had. Figuring out which subset you should be using is a challenge in itself though, especially since there's a lot of outdated introductory resources floating around which still promote the ultra-verbose Vulkan 1.0 way of doing things. If a tutorial tells you to use render passes, run away. |
|
If you want to support those other devices you have to have a non-dynamic rendering path, and then at that point dynamic rendering is just more code. VK_EXT_shader_object is even better, but availability is that much worse.
Edit: If you are able to find a tutorial using dynamic rendering, learn with that. Render passes obfuscate what's going on, and with dynamic rendering you can see exactly what's happening.