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One of the main advantages I hear of Vulkan is how low-level it is, and how you can use it to directly communicate with the GPU, and other things like reducing overall CPU overhead. Is there anything you can do in Vulkan that you particularly can't do in OpenGL, or is that Vulkan makes it more convenient to tinker with low-level poo poo? If so, how would one go about a low-level approach with OpenGL?
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# ¿ Jan 2, 2016 10:24 |
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# ¿ May 15, 2024 07:06 |