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Vulkan is much lower level than OpenGL but that's not very relevant - you can easily have a layer that sits on top and provides higher level utilities - the advantage over OpenGL being that your layer is transparent and a part of your code base/environment which you can debug and modify - not some BLOB driver.

Realistically the reason why Vulkan is not that interesting outside of AAA games is that OpenGL ES 2 became ubiquitous only recently and it took years for stuff like web browsers to implement it and then there's all the mobile fragmentation, and finally there's Apple with their own standards and API.

OpenGL ES3 is not even close yet and it's exposing tech that's been available for close to a decade now on desktop.

Best case scenario for Vulkan adoption is someone comes up with a really good OpenGL OSS/Apache licensed (no patents or copyleft) implementation on top of it, everyone agrees it's a good implementation and just ships that on top of native Vulkan drivers.



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