| This might come off as a surprise to some people but getting good performance with Vulkan (compared to say OpenGL) isn't trivial because: the Vulkan driver is missing that ~20k loc of code that OpenGL driver does for you to set up the rendering pipelines, render targets etc. This is all code that already exists in the OpenGL driver and has been optimized for +20 years by the best people in the industry. So when you start putting together the equivalent functionality that you get out of the box with OpenGL on top of Vulkan doing it the naive way doesn't magically give you good perf, but you gotta put in some more work and then the real problems start stacking up such as making sure that you have all right fences etc synchronization primitives in place and so forth. So only when you actually know what you're doing and you're capable of executing your rendering with good parallelism and correct synchronization can you start dreaming about the performance benefits of using Vulkan. So for a hobbyist like myself.. I'm using OpenGL ES3 for the simplicity of it and because it's already good enough for me and I have more pressing things to matter than spend time writing those pesky Vulkan vertex descriptor descriptor descriptors ;-) Btw this is my engine: https://github.com/ensisoft/detonator |