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Vulkan won't help with correctness. A bad driver or a bad GPU will keep on doing the wrong thing no matter what API you use to fill its command buffer. I never
by jeremiep 10y ago
Vulkan won't help with correctness. A bad driver or a bad GPU will keep on doing the wrong thing no matter what API you use to fill its command buffer.
I never believed in the "write once, run everywhere" thing to begin with. Its not true with C#/Java, definitely not true with web dev, and most certainly not true with GPUs. It looks good in theory but rarely ever works in practice.
What Vulkan/DX12 helps with is exposing a lot more of the GPU's low-level details to engine programmers. This has the negative impact that all the complexity is now in the hands of engine devs. But the upside is that now finally the engine and the driver can stop guessing about what each other is doing.
That was a good thing decades ago when APIs were much, much simpler than they are today. Nowadays its near impossible to hit the fast path of GL4/DX11 without serious investment because of everything the driver does to "protect" you and make your life "easier"; it grew into a complexity monster.
So its actually harder to use Vulkan than it is to use OpenGL. But once you learn it it becomes simpler to work with.