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Introduction Comments #3

Open utterances-bot opened 3 years ago

utterances-bot commented 3 years ago

Vulkan API - Vulkan Guide

Brand new guide to vulkan graphics programming

https://www.vkguide.dev/docs/introduction/vulkan_overview/

BMarques commented 3 years ago

Another reason to use Vulkan is to use features that OpenGL simply doesn't have, such as Ray tracing.

Lucodivo commented 2 years ago

"If your main bottleneck is GPU-side, it is unlikely that implementing Vulkan will improve performance enough to be worth it."

Just to re-iterate this point, are you saying the main benefit of Vulkan is the lower overhead of the driver that would otherwise waste more CPU time in something like OpenGL?

K1ngst0m commented 2 years ago

My opinion of "If your main bottleneck is GPU-side ... be worth it" is that the vulkan can maximize your GPU workload through the fine-grain control so the 'frame rates' of your app is determined by you skill and your GPU max performance.

taniwha commented 1 year ago

"There is no concept of a frame in Vulkan."

This is quite helpful. While working on my own Vulkan engine, I had an uneasy feeling about frame, having sort of noticed that there was nothing explicit about them in Vulkan. The lack of the concept being made explicit makes thinking about the process a lot easier.

RefuX commented 6 months ago

Vulkan Usage: In the definition of terms you state that both VkRenderPass and VkFrameBuffer are only used in the legacy vk guide. But in the High Level Application Flow you mention VkRenderPass repeatedly, which i find confusing... "I am in the legacy vk guide?"