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File: file.png (34 KB, 1300x500)
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sar, we are replacing OpenGL in two weeks sar.

don't learn OpenGL sar, it's obsolete sar.

two more weeks and we replace OpenGL sar.

OpenGL is legacyware sar. don't learn it.

I am begging you once again to not learn OpenGL sar.

PLS PLS PLS, DO NOT LEEEEEARN OPEN GL
DO NOT LEEEEEEEEEEEEARN

DO NOOOOOOOOOOOT LEEEEEEEEEARN.
>>
>>108800646
I am not crazy! I know he swapped those API calls! I knew it was Vulkan. The modern graphics pipeline. As if I could ever make such a mistake. Never. Never! I just couldn't prove it. He covered his tracks, he got that idiot at Khronos to lie for him!
You think this is something? You think this is bad? This? This chicanery? That draw call! Are you telling me that a CPU driver overhead just happens to drop frames like that? No! He orchestrated it! OpenGL! He defecated through a rendering context! And I saved him! And I shouldn't have. I took him into my own engine! What was I thinking? He'll never change. He'll never change! Ever since he was version 1.1, always the same! Couldn't keep his hands out of the global state machine! But not our OpenGL! Couldn't be precious OpenGL! Blitting them blind! And he gets to be a core profile?! What a sick joke! I should've stopped him when I had the chance! And you-you have to stop him! You-
>>
What is the use case for Vulkan?
It runs like shit so there must be some upside, right?
>>
>>108800687
what kind of ewaste are you running
>>
>>108800674
kek
>>
>>108800770
The one nvidia sold me.
>>
>>108800687
>>It runs like shit
>once again an autistic retard who does not understand the difference between interface and implementation

Vulkan is an interface that, if you know what you're doing, allows you to take shortcuts that normal, more object-oriented interfaces wouldn't allow you to take. If it runs like shit, then either your driver implementation is garbage, or its the engine that runs like garbage.

>unless the bottleneck is literally vkCreateBuffer/vkCreateImage
>because for some reason the Vulkan retards insist that you create every single resource piecemeal
>because apparently loops in kernel mode are just too difficult
>>
>>108800801
>you're just using it wrong bro that's why it's shit
>>
>>108800911
With the aforementioned exceptions: that's how this works with interfaces.
>>
>>108800927
>the reason youe square wheels arent working is because your roads are flat bro, just make them wavy to match the square movement bro
>>
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Vulkan is le bad or runs like shit is great bait
I give this thread guaranteed bump limit
>>
>>108800947
>square wheels
What did I just say about interfaces and implementations? Your axes aren't responsible for the type of wheels you're mounting on them.
>>
>>108800955
Im just trolling. I dont actually care about vulkan or opengl.
>>
>>108801033
Well, you asked for upsides.
>>
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>>108800646
All graphics APIs have been refuted.
>>
Vulkan is a good API with flaws, I just wish they wouldn't be so messy with incomplete extensions.
Like inventing
VK_KHR_buffer_device_address
, which is a godsend, but then not having it compatible with Samplers for some reason, so you still have to use
VK_EXT_descriptor_buffer
(which is still an improvement over 1.0, but just a step back from BDAs)



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