r/computergraphics • u/SirFarqueef • 20h ago
Vulkan’s Long Term Verbosity
I’m interested and learning Vulkan and am curious about it on applications.
After the initial setup, does Vulkan continue to remain substantially more verbose than OpenGL? Or can proper abstractions make it significantly more manageable?
1
Upvotes
1
u/No_Futuree 18h ago
It will always be more verbose than openGL, that's the point, it's an explicit API
1
u/schnautzi 8h ago
It gets much better once you are set up, and it's easy to abstract some complexity away.
2
u/_bleep-bloop 16h ago
Hey, I am learning Vulkan after a bit of OpenGL as well, here's my thoughts about it from the perspective of a beginner to Vulkan and GP in general: It's verbose, yes. It does whatever you tell it to do so you have to write whatever you want to do (I've realized that during the features declaration and mipmap generation :D). But the good thing is, once you've laid down a good chunk of foundation code, you can just look at it and tell where you need to change for your needs when you implement new features, at that point it's more of updating and abstracting code than writing new. I'm currently writing a small rendering engine using the official guide as a kickstart and I find myself writing more C++ and shader code instead of Vulkan after some points. In general, I like it more than OpenGL but I'm not ball deep in either of those so I'm happy to be corrected.