There are still many things I don't like about the API that I believe were bad decisions. Descriptor sets being too inflexible, vertex array formats or framebuffer formats not being dynamic state in pipeline, and more.

I understand the decisions: Mostly IHVs catering to the AAA industry rather than general purpose engines. Big mistake (partly fixed in later versions).

That said I really enjoy the flexibility Vulkan can provide. Well used it can give really amazing optimization opportunities.

@reduz I think it was a big mistake & loss to deprecate OpenGL along the way :/

It was a sensible middle-ground, and could've stayed for indie game devs, or apps creators, even if being implemented on top of Vulkan for example 🤷‍♂️

@dos Ok, but OpenGL (I think?) is not evolving anymore right?

This is purely for backward compatibility and legacy apps - I wouldn't probably target OpenGL today when starting a new app 🤔

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