Open utterances-bot opened 3 years ago
Another reason to use Vulkan is to use features that OpenGL simply doesn't have, such as Ray tracing.
"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?
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.
"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.
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?"
Vulkan API - Vulkan Guide
Brand new guide to vulkan graphics programming
https://www.vkguide.dev/docs/introduction/vulkan_overview/