While it probably won't make the game any faster since it's not API bound, I think Vulkan does offer some advantages:
better tooling (there is a GPU profiler from AMD that only works with Vulkan)
better platform support: with MoltenVK there is apple support. And Vulkan also supports mobile GPUs, which at the moment would require OpenGL ES
better error detection with validation layers. OpenGL is really inconsistent with errors and warnings, which appear to be driver dependant.
Vulkan does provide more consistent performance. For example on my intel laptop the OpenGL driver creates a copy of a given buffer when doing glBufferSubData.
Vulkan is probably more future-proof at this point.
Vulkan allows for larger buffers (SSBOs can be up to 4GB instead of 2 GB like in OpenGL)
While it probably won't make the game any faster since it's not API bound, I think Vulkan does offer some advantages:
But all that comes at a heavy development cost.
I heard that this guide should be useful: https://vkguide.dev There is an official documentation now: https://docs.vulkan.org/spec/latest/index.html
Prerequisites:
101 would make porting easier