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https://www.reddit.com/r/vulkan/comments/68dw0h/how_hard_is_it_to_learn_vulkan_if_you_never_used/
I think Vulkan is a good API for new users who are already competent software engineers. If you are looking at Vulkan, OpenGL and DirectX, I'd say, personally, go with Vulkan. Vulkan is at least as good as OpenGL in every way, and in many ways significantly better. The problem you'll have with OpenGL, is that it's not obviously exactly how you
https://www.youtube.com/watch?v=XGmVrjbFVm0
Since I really like graphics programming and I always used OpenGL so far, I wanted to learn Vulkan, in this video I'm documenting the process of learning it
https://developer.nvidia.com/blog/vulkan-dos-donts/
About Nuno Subtil Nuno Subtil is a Devtech Engineer at NVIDIA, where he helps game developers write high-performance graphics code, with a particular focus on the Vulkan API. His past work includes physically-based rendering techniques, engineering graphics drivers, research on bioinformatics algorithms for NVIDIA GPUs and building high-throughput DNA sequencers.
https://www.reddit.com/r/gamedev/comments/86v4dr/gdc_2018_getting_explicit_how_hard_is_vulkan/
Vulkan LoC was smaller than OpenGL without debug tools; about the same otherwise. Significant amount of setup code up front, but less code later! Explicit memory allocation discussion (C/C++). VulkanMemoryAllocator is a single-header library that is "drag and drop" for a generic solution. Refactoring OpenGL code into fewer files, side-by-side
https://computergraphics.stackexchange.com/questions/3575/should-new-graphics-programmers-be-learning-vulkan-instead-of-opengl
It's really hard to get that wrong in Vulkan, because it makes expensive things look expensive. Anyway, we don't need to argue. I agree with your main point: learning the concepts is most important, and you can do that without Vulkan or GL. $\endgroup$ - Dan Hulme.
https://medium.com/@sanskritdarshan/vulkan-in-5-minutes-c5f7ae5a8005
1. Vulkan is a significantly hard API to learn. The API is really explicit, so much so that we can get lost within. A higher-level abstraction of what we actually do while writing a Vulkan
https://en.wikipedia.org/wiki/Vulkan
Vulkan is a low-level, low-overhead cross-platform API and open standard for 3D graphics and computing. It was intended to address the shortcomings of OpenGL, and allow developers more control over the GPU. It is designed to support a wide variety of GPUs, CPUs and operating systems, it is also designed to work with modern multi-core CPUs.
https://www.electronicdesign.com/technologies/embedded/article/21238533/coreavi-11-myths-about-vulkan
5. You can't have a Vulkan compute-only implementation. In fact, the specification says that you can't have a graphics-only implementation of Vulkan. However, you certainly can have a compute
https://www.vulkan.org/
Vulkan is a next generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in PCs, consoles, mobile phones and embedded platforms. ... As a result, it can be hard for developers to have a clear picture of when and where extensions will be supported, and what functionality can be relied on for
https://developer.nvidia.com/vulkan
Vulkan. Vulkan is a new-generation graphics and compute API for high-efficiency, cross-platform access to GPUs. As the industry's only open standard modern GPU API, Vulkan is unique in enabling developers to write applications that are portable to multiple diverse platforms. Vulkan includes the latest graphics technologies including ray
https://www.reddit.com/r/vulkan/comments/xsrwqn/does_vulkan_really_solve_all_the_problems_opengl/
Vulkan certainly solves that. IMO, the second biggest problem with OpenGL was implicit memory allocations and copies. Vulkan certainly also solves that. The Vulkan pipeline API is certainly a pain in the ass to deal with. But supporting explicit operations on a wide range of hardware sort of requires it.
https://www.khronos.org/assets/uploads/developers/library/2018-gdc-webgl-and-gltf/4-Vulkan-Getting-explicit-How-hard-is-Vulkan-really-GDC_Mar18.pdf
Getting Explicit. How hard is Vulkan Really? "Vulkan is not a good first-step path to learning graphics. It's maintainers will tell you to start out by learning OpenGL or DX11.". - Internet Person "To be fair to Vulkan, it was designed to be used by somebody who knew what they were doing.".
https://gamedev.stackexchange.com/questions/96014/what-is-vulkan-and-how-does-it-differ-from-opengl
2. Khronos recently announced the release of the all-new Vulkan API, which will complement (and in some cases replace) OpenGL and OpenGL ES. Vulkan is a low-overhead API designed to bring code "closer to metal", boosting performance and efficiency. It is based on AMD's Mantle API, and the final spec is expected later this year.
https://www.khronos.org/blog/beginners-guide-to-vulkan
Recently I asked the community for beginner-friendly resources on Vulkan, and I compiled a list of them that you can find below. For the beginners reading this, Vulkan is a new graphics API-- in other words, a way to communicate with your GPU and make it do things. It's managed by the Khronos Group, which means it's under multi-company governance - being managed by the industry for the industry.
https://community.khronos.org/t/query-in-2021-to-learn-opengl-or-vulkan-khronos/106886
Vulkan is the new multi-platform API for graphics. Vulkan is harder to learn than openGL; Vulkan will make it easier to port games between Windows, Mac and Linux. While Vulkan is harder to learn, all you have to do is code it once for everything. Ray tracing; I apologise for any factual errors and I hope I've not missed out anything important.
https://www.msn.com/en-gb/money/technology/path-of-exile-directx-11-vs-12-vs-vulkan-which-is-the-best/ar-BB1kqob5
The most common graphics API used in Windows PC games, it's hard to imagine a PC game that doesn't support DirectX.Developed by Microsoft and first released back in September 1995, DirectX has
https://www.reddit.com/r/vulkan/comments/10o4xct/is_it_reasonable_to_try_and_learn_vulkan_with/
Vulkan is going to be hard to wrap your head around if you don't have a decent grasp of a modern graphics pipeline, OpenGL would be easier in that case but it won't really provide you that understanding unless you go out of your way to learn it. It's hard for me to recommend learning OpenGL at this point so I'd lean more towards starting with
https://www.youtube.com/watch?v=tLwbj9qys18
Learn the essentials at the beginning of your journey as Vulkan developer in this lecture:0:00 Introduction0:41 Which kind of API is Vulkan?3:19 Fundamental
https://www.khronos.org/blog/vulkan-documentation-just-got-easier
One of the most common requests that the Vulkan Working Group gets from the developer community is to improve Vulkan documentation, which would make it quicker and easier to find the information needed to learn Vulkan, and to navigate through the various kinds of information needed for application development. Over the past few months, the Vulkan Working Group has been working hard to improve
https://news.ycombinator.com/item?id=12117468
I understand that Vulkan is very, very niche but as someone who doesn't know much more than the basics of maybe setting up an OpenGL window to draw anything, the "drawing a triangle part" just seems insane! I knew this is some hardcore, hardware-level stuff usually only ever touched by rendering engine programmers but I figured, if I had some
https://www.quora.com/Is-the-Vulkan-Graphics-API-harder-than-OpenGL-Direct-X11-for-people-without-any-experience-in-graphics?share=1
We would like to show you a description here but the site won't allow us.
https://www.reddit.com/r/vulkan/comments/88msv8/gdc_2018_getting_explicit_how_hard_is_vulkan/
However, I'm not sure clicking a Vulkan checkbox in Unity really takes full advantage of the API. One of the big pluses for Vulkan is the cross-platform aspect. If you are using Unity (or similar) you can easily build a DirectX version for Windows, Vulkan for Linux, Metal for Mac, etc. and there is less reason to need one single API for all
https://riscv.org/news/2024/06/x-silicon-introduces-the-worlds-first-vulkan-driver-implementation-for-risc-v-enabling-an-entire-ecosystem-of-3d-graphics-ai-and-compute-for-low-power-mobile-edge-and-iot-devices/
Vulkan™ provides multithreading, unified graphics and compute kernels and explicit control over memory synchronization. The Vulkan™ API is an industry standard low-level cross-platform graphics and compute middleware that provides more direct control over the GPU hardware than legacy APIs like OpenGL.
https://www.asus.com/us/support/faq/1053098/
If you encounter issues when attempting to launch programs (or games) after selecting Vulkan® or OpenCL™/OpenGL® options, follow these steps to remove OpenCL™, OpenGL®, and Vulkan® Compatibility Pack from your system: Note: If you encounter system lag when lunching games, please also try removing this compatibility pack.
https://www.reddit.com/r/gamedev/comments/v5tma3/am_i_wasting_my_time_with_vulkan/
Vulkan is hard, and too complicated for simple games, however it is much better than GL for the big guns. Also I generally like vulkan's overall idea better, it's just super frigging complicated. The monolithic vulkan "spec" is hard to get through. Some of the English is broken too. I haven't heard of anyone in my gamedev circle abandoning GL
https://warthunder.com/en/news/8962-shop-shades-on-its-time-for-the-sizzling-summer-sale-en
Video Card: NVIDIA 660 with latest proprietary drivers (not older than 6 months) / similar AMD with latest proprietary drivers (not older than 6 months; the minimum supported resolution for the game is 720p) with Vulkan support. Network: Broadband Internet connection; Hard Drive: 17 GB
https://www.reddit.com/r/gamedev/comments/179pqq6/vulkan_is_miserable/
Vulkan is not supposed to be easy for you. It is supposed to be easy for the OS, the driver, and the hardware, because at the other end of the spectrum a lot of performance ends up getting wasted making things easy for you but inefficient for the rest of the system. It's similar to adding training wheels to a bike.