What is Vulkan and how does it differ from OpenGL? Vulkan is a low-overhead API designed to bring code “closer to metal”, boosting performance and efficiency It is based on AMD’s Mantle API, and the final spec is expected later this year In this post - A Brief Overview Of Vulkan API - Toptal Technical Editor Nermin Hajdarbegovic explains why Vulkan could be a big deal in the long run
Vulkan SSBO Array Of Structs - Game Development Stack Exchange I am trying to create a Vulkan Storage Space Buffer Object which contains an array of structs for use in my vertex shader I believe I'm missing something fundamental here because the 1st struct in
Frame graph in Vulkan: from theory to implementation The main problem In Vulkan the whole pipeline (with the corresponding render pass) must be pre-built So the rebuilding of the whole graph every frame can be a bottleneck as I can imagine The pipeline cache could speed up things (in theory) but avoiding sudden frame-rate drops is top priority
Vulkan: Unable to render using multiple view ports I have been trying to enable multiple viewports in my Vulkan Pipeline but have been unsucsessfull I used this code sample as a reference point The problem is that when I attempt to draw two side by
Building a unified interface for a swap chain in both DirectX 12 and Vulkan The whole point of APIs like DirectX 12 and Vulkan is to minimize CPU overhead, and therefore they have extremely thin API abstractions As such, wrapping them in a low-level API basically defeats their whole purpose Furthermore, both DirectX 12 and Vulkan expose more of the underlying hardware behavior, so again by design the application needs to have a lot more context about the overall API