You can multithread and submit things to Vulkan quicker.īut a response that would be more satisfying would be something like Where can I find information that answers this question? Or do you know some tangible examples that would answer this for me? Maybe a better question would be where are the typical pain points that people have with OpenGL (or D3D) that caused Vulkan to become a thing in the first place?Īn example of answer that would not be satisfying would be a response like All the examples so far online say "you can run faster!" but I haven't seen how people have been using it to run faster. However I don't know exactly what cases people run into in the real world that demand these, and how OpenGL limits these. Reduced CPU/GPU communication by composing some kind of command list that you can execute on the GPU without needing to send much dataīeing able to interface in a multithreaded way that OpenGL can't somehow Texture rendering without binding (or rather a better version of 'bindless textures'), which I've noticed when I switched to bindless textures I gained a significant performance boost, but this might not even be worth mentioning as a point if bindless textures effectively does this and therefore am not sure if Vulkan adds anything here There are a few things off the top of my head that I think Vulkan offers based on reading through countless things online (and I'm guessing this certainly is not all the advantages, or whether these are even true): I'm assuming all the things with OpenGL that cause grief (ex: framebuffer and shader program changes) are going to be equally as painful in either API. I'm assuming Vulkan does not magically make things in the pipeline faster (as in shading in triangles is going to be approximately the same between OpenGL and Vulkan for the same buffers and uniforms and shader). People will throw around terms like "OpenGL is slow, Vulkan is way faster!" or "Low power consumption!" and say nothing more on the subject.īecause of this, it makes it difficult for me to evaluate whether or not the problems I face are something Vulkan can help me with, or if my problems are due to volume and computation (and Vulkan would in such a case not help me much). I was looking up what benefits Vulkan offers me, but with a lot of googling I wasn't able to come across exactly what gives performance boosts. However I don't want to make the jump without being informed about it.
I'm looking into whether it's better for me to stay with OpenGL or consider a Vulkan migration for intensive bottlenecked rendering.