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This is kind of turning into FUD, the problem with OpenGL is not state - that is the problem with DX11, but for OpenGL we have AZDO in theory and properly implemented you should not see more stateful overhead comparing a Vulkan vs AZDO program.

The problem with OpenGL is that despite the official version being 4.5, and that including all the useful mechanisms to reduce overhead and make your renderer CPU efficient, only AMD and Nvidia proprietary drivers on Windows and Linux support it - which means you cannot realistically actually use it without having the same "minimum version renderer with extensions for optimization and features" model that makes writing OpenGL programs literal hell.

The point of Vulkan is less "fix a fundamental flaw in the efficiency of the OpenGL API as it exists" and more a "fix a fundamental flaw that hardware vendors don't write working OpenGL drivers that support the standard and stay up to date".




It's not a FUD. OpenGL was strongly overdue to be redone from scratch completely, and it's just great that Vulkan eventually was born from this necessity.

> The point of Vulkan is less "fix a fundamental flaw in the efficiency of the OpenGL API as it exists" and more a "fix a fundamental flaw that hardware vendors don't write working OpenGL drivers that support the standard and stay up to date".

It's both. AZDO attempted to fix serious deficiencies of the API without rewriting if from scratch, making it a rather awkward and not easy to use addition. Vulkan solved the same problem building it neatly from the ground up.

And of course making compliant and verifiable implementations is a great benefit of Vulkan, and it's something that OpenGL always lacked.




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