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The Vulkan version will really add a lot I think. I would guess most people are most interested in an OpenGL to Vulkan comparison. Similarly (possibly more inte
by sipos 9y ago
The Vulkan version will really add a lot I think. I would guess most people are most interested in an OpenGL to Vulkan comparison. Similarly (possibly more interesting to people, I don't know?) the DirectX version.
Nice comparison.
- Mikeb85 9y agoWill it? Vulkan is meant as a low-level version of OpenGL for vendors who want to optimise their engines and have more control over draw calls and whatnot. Does it actually add any features that will be noticeable in a small, static scene?
- munchbunny 9y agoThe difference between a moving and a static scene is surprisingly small: in one case you render a slightly different scene every frame, and in the other you re-render the same scene every frame. But the pipeline is set up the same, with the same shaders, the same rendering passes, etc. So, in practice, if they are noticeably different in the dynamic case, you'll see those differences in the "as if it were dynamic" case, which is most graphics demos of this sort.
- ladon86 9y agoNo, but quite a few people who are familiar with OpenGL are interested in learning Vulkan, and it's really educational to have a side-by-side comparison of the same scene.
- sipos 9y agoVisually, no - it should look the same. For comparison of the code, it will be interesting, even if it doesn't necessarily show everything you can do with Vulkan and DirectX (which has some similar low-level features in recent/latest? version).
- masklinn 9y agoShouldn't it be fairly similar to the Metal version, which is basically Apple's Vulkan/Dx12? (IIRC Metal is more between OGL and Vulkan, it does more hand-holding and implicit than Vulkan, but way less than OGL)
- yoklov 9y agoYeah, more or less, but a project this size (small) would really bear those differences out, I think. In particular, resource binding is very different between Metal and Vulkan. Metal's resource binding is more simple/traditional. Vulkans is... sensible, but substantially more complex. Caveat: haven't used either professionally, read the code in the repo, or had my morning coffee. I've also never touched Dx12, but I've heard it basically works the same as Vulkan here.