Splet09. mar. 2015 · Learning core OpenGL will not in any way hamper your ability to learn Vulkan later. By understanding the graphical concepts of core OpenGL, it allows your eventual transition to Vulkan to focus on the new concepts that Vulkan introduces (explicit synchronization, parallelism, queues, command buffers, descriptor sets, etc). Splet23. jan. 2024 · Vulkan is much better -- your app still talks directly to the Vulkan driver (Intel/NVidia/AMD's code), but there's an open source suite of tests that make sure that they're implementing Vulkan correctly, and the common validation layer written by Khronos.
whats easier to program in for newbies - directx 12 or vulkan
SpletI can already program in C and a little bit of C++, but I've never made a game before. I've been trying to decide whether I should learn OpenGL or Vulkan. The game will only be … Splet20. jul. 2024 · If your low-end system can support Vulkan, go for it. The performance boost can get you a higher framerate and even raise the graphical quality. Of course if you can't use Vulkan, you can still use OpenGL, but that is not really viable if you get a chopp framerate (like me). #1 YUKA Jul 20, 2024 @ 7:16pm Originally posted by Teagon: 単相 モーター 定格電流 計算
Transitioning from OpenGL to Vulkan - NVIDIA Developer
Spletpred toliko urami: 8 · The way I'm reading it, a pipeline state object can only be used with a render-pass object other than the one it was created with if the new one effectively (to simplify it) has the same number and format of attachments for the entirety of the whole render-pass. This seems extremely inflexible to me, and I'm wondering if I'm misreading … Splet13. jul. 2016 · Vulkan has much more performance for me (GTX 960). #12. Zapek Dec 22, 2024 @ 3:22am. GTX 970 + i7 6700 and G-Sync. About one year ago OpenGL was better … Splet11. avg. 2016 · Yes, it's possible if the Vulkan implementation and the OpenGL implementation both have the appropriate extensions available. Here is a screenshot from an example app in the Vulkan Samples repository which uses OpenGL to render a simple shadertoy to a texture, and then uses that texture in a Vulkan rendered window. 単 相 3線 バランサ