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> This doesn't matter much for AAA games but smaller games and most non-game applications don't need and shouldn't want to use Vulkan. Most apps don't want to
by exDM69 9y ago
> This doesn't matter much for AAA games but smaller games and most non-game applications don't need and shouldn't want to use Vulkan.
Most apps don't want to directly use OpenGL either. It's a terrible API that's not much simpler than Vulkan for the programmer (Vulkan is low level and verbose, OpenGL has 25 years of legacy baggage you need to be aware of). OpenGL also has a history of really buggy implementations out there, especially in mobile space. Doing anything with GL requires mountains of QA work on different HW/OS/driver combinations.
Ideally there would be some kind of middleware/engine/framework that takes out the tedium of doing graphics with the GPU. But no open source project has really found adoption on this front, it's Unity or UE, both proprietary.
One reason for this is that OpenGL is so badly designed with its stateful API that any kind of middleware short of a full game engine is very difficult to get right.
Vulkan should be the choice for all green field development right now. OpenGL will stay to support the legacy stuff, but there are no compelling arguments to use it where Vulkan is supported.