I think GL4 would be a more useful target too - there will likely never be vulkan support on OSX (Apple have their own API - Metal) and there's no indication that we'll see Vulkan on mobile devices in its current form or a 'cut down' version like GLES is to OpenGL. The general setup of Vulkan is like GL4 but designed around low level access to memory and the GPU - specifically when it comes to asynchronous access from multiple threads - IE with DirectX12 / Vulkan / Metal you can set it up to be handling some shader heavy transform feedback functionality while doing fixed pipeline heavy stuff like rendering shadow maps - you need a very specific and sophisticated design to even be able to take advantage of this - GLScene is NOT that - Vulkan is only faster if you make use of such things - if you don't? it's just a more difficult OpenGL4.5.
Vulkan doesn't replace OpenGL either - there will be new OpenGL versions etc - I myself have been planning around Vulkan since I learned some use cases and there's some areas where I *can* take advantage of it but not many - maybe in a year or two when it's better understood and professionals open up more about usage patterns I'll be able to identify more areas I can use it and it'll become beneficial to implement.
For now I'm all about optimizations involving OpenCL compute - that'll keep me more than busy enough lol
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Good! DeleD was a promising project and I was really surprised that development seemed to stop - it's looking great and I look forward to seeing new developments!
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