3 ms·
> I don't see a benefit in making a version 2.0 that's incompatible with 1.x, because it's not like vendors could stop shipping 1.x due to all the content using
by jsheard 3y ago
> I don't see a benefit in making a version 2.0 that's incompatible with 1.x, because it's not like vendors could stop shipping 1.x due to all the content using it out there.
If we're going to keep piling features onto Vulkan 1.0 forever then I think we are least need much better onboarding resources, there's still a ton of introductory Vulkan material out there which dives into the older more verbose approaches and probably scares most people away immediately. The API is intimidating enough without immediately dumping render passes on beginners.
- exDM69 3y agoI totally agree, and so do the people working on it as well as some of the volunteers who write tutorials. There's an ongoing effort to create beginner friendly introductory material which was discussed in the recent Vulkanised conference. And an effort to make a better documentation site that's easier to browse than the specification https://docs.vulkan.org/ https://docs.vulkan.org/ On the volunteer front, there's a Vulkan 1.3 -based introductory tutorial (work in progress) over at https://vkguide.dev/ https://vkguide.dev/ With regards to your comment, I think that "piling features on top of 1.0" is a mischaracterization, because a lot of the new features essentially replace old features, often making things a lot easier. For example, timeline semaphores (new sync primitive) essentially replace binary semaphores, fences and events (old sync primitives). Dynamic rendering replaces render passes. And so on. I think there should be a Vulkan tutorial that doesn't start with the boring stuff of initialization and window creation. It's stuff that you write once and forget about, and nothing particularly interesting happens in it. Looking at my hobby project, excluding the boring stuff (which is reusable), a "hello compute" example is around 100 LOC and a "hello triangle" around 120 LOC. GLSL shader sources included. Maybe someday I'll get around to writing a "learn Vulkan the hard way" blog post with examples.