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There wouldn't really be a big advantage to that I think. The whole point of Vulkan is to give more control to the application developer (submit work from multi
by kcbanner 11y ago
There wouldn't really be a big advantage to that I think. The whole point of Vulkan is to give more control to the application developer (submit work from multiple threads, etc).
- Hydraulix989 11y agoThe statelessness is the advantage, in which case there is a nice mapping onto DirectX12. Otherwise you'd have to calculate and do Delta state changes yourself. Then for DX11 and earlier, the state would be the draw calls themselves so to speak. You'd be shocked at how many game engines horribly mismanage state.
- bobajeff 11y agoYou don't think making calls to a DirectX implementation built on top of Vulkan would be more performant than coverting DirectX calls to OpenGL calls during runtime?