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I'm glad you clarify this because I thought it was meant not to replace OpenGL but to make it easier for certain developers to optimize and override GL behavior as needed.



Vulkan is indeed intended as a replacement, but in following decade OpenGL will still have to be supported so that legacy applications can still run.

New game engines and other graphically intensive applications will probably target both OpenGL and Vulkan, at least until Vulkan is supported on most of hardware available.


> I thought it was meant not to replace OpenGL but to make it easier for certain developers to optimize and override GL behavior as needed.

It is intended to replace OpenGL eventually. It matches modern hardware and unlike OpenGL allows using parallelism without shared state.




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