3 ms·
While Vulkan is a bit verbose, it's not an order of magnitude difference if you follow modern OpenGL best practices. If you rely on default state and use the de
by exDM69 8y ago
While Vulkan is a bit verbose, it's not an order of magnitude difference if you follow modern OpenGL best practices. If you rely on default state and use the default framebuffer and rely on implicit synchonization, you can squeeze it down to a few hundred lines but that's not a good foundation to build practical apps on.
To give a ballpark figure, my Vulkan "base code" is less than 2x what my OpenGL boilerplate is for the same functionality. The big difference: the Vulkan code is easy to understand, but the GL code is not.
Comparing "Hello World" doesn't make much sense, OpenGL gets really darn complicated once you get past the basics.