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Re:Vulkan Memory Allocator by q3k on Wednesday July 21, 2021 @07:05AM (#27904697)
V-EZ [1] was kinda supposed to be that, a wrapper that makes Vulkan easier to use in non-über-performance-critical applications, but it seems to be dead [2]... Well, maybe not smaller, but at least standardized to the point where you would expect it to be present as a system dependency.

[1] - https://github.com/GPUOpen-LibrariesAndSDKs/V-EZ

[2] - https://github.com/GPUOpen-LibrariesAndSDKs/V-EZ/issues/73

Re:Vulkan Memory Allocator by Narishma on Wednesday July 21, 2021 @11:56AM (#27907934)
If performance is not critical, why not just use something simpler like OpenGL or D3D11?
Re:Vulkan Memory Allocator by flohofwoe on Wednesday July 21, 2021 @12:47PM (#27908663)
One problem is that tooling support around OpenGL and D3D11 is quickly rotting away, because the GPU vendors and Microsoft focus on Vulkan and D3D12.
Re:Vulkan Memory Allocator by fouric on Wednesday July 21, 2021 @12:40PM (#27908536)
D3D/DirectX is Windows-only, while Vulkan is supposed to be replacing OpenGL, not complementing it. Maintaining three different graphics APIs (DirectX, OpenGL, Vulkan) is always harder than maintaining only two (DX+Vulkan (eventually)).
Re:Vulkan Memory Allocator by Narishma on Wednesday July 21, 2021 @01:40PM (#27909447)
You can use OpenGL through libraries like Angle regardless of the underlying APIs. That's what web browsers use to support WebGL on all platforms.
Re:Vulkan Memory Allocator by pjmlp on Thursday July 22, 2021 @07:58AM (#27917848)
Five actually, you are missing NVN and GNM/GNMX.
Re:Vulkan Memory Allocator by fouric on Thursday July 22, 2021 @04:19PM (#27923802)
I wasn't trying to enumerate every existing graphics API, nor is that relevant to my point.