![opengl 4.6 vs 4.5 opengl 4.6 vs 4.5](http://image.bubuko.com/info/201906/20190601180538783972.png)
At some point it'll just be legacy software that failed to move forward if they aren't going to be updating it anymore. This release integrates 23 proven extensions into the core Vulkan API, bringing significant developer-requested access to new hardware functionality, improved application performance, and enhanced API usability.
OPENGL 4.6 VS 4.5 DRIVER
It may not be going anywhere, but it isn't going to be getting any better and we will probably start to see less and less driver improvements for OpenGL. The Khronos Group announces the release of the Vulkan 1.2 specification for GPU acceleration.
![opengl 4.6 vs 4.5 opengl 4.6 vs 4.5](https://www.collabora.com/assets/images/blog/Zink-HL2-SM.png)
The Spir-v spec was released way before Vulkan was released but it didn't happen and I doubt we will see Spir-v in OpenGL. There could have easily been an OpenGL 4.6 which could have added precompiled shaders. It's a bit sad, it seems everyone that would have worked on OpenGL has gone and started working on Vulkan. Right now we are going on 2 years with no OpenGL update. Only one time was there a 2 year gap, and that was with Longs Peak. With a year gap between updates a few times.
OPENGL 4.6 VS 4.5 UPDATE
It usually gets a new update per year, sometimes 2. I don't know, if you look at the update pattern for OpenGL. Nobody is taking away OpenGL, it's here to stay.
![opengl 4.6 vs 4.5 opengl 4.6 vs 4.5](https://i.ytimg.com/vi/i7wDA0xhKC4/hqdefault.jpg)
I still enjoy watching his videos though, they do have a lot of information in them. Yah I find he often goes on rants about things without fully understanding how they work. In fact most of his response is downright dangerously misinformed. It doesn't seem like he has all that much actual working knowledge on Vulkan and is just "guessing". He's talking about "artefacty stuff", etc. The OpenGL driver being a superset of the Vulkan driver on nvidia cards clearly shows that even nvidia thinks of it in this way too.Įdit: I just watched the specific part you mentioned, he's saying OpenGL has better multithreading? I'll just refer to this: as I think industry professionals can prolly put it into words better than I can. It's a whole different abstraction layer coming with it's own set of problems. Vulkan is not so much just a graphics API in the traditional sense like OpenGL is. That said, poorly written Vulkan code is worse than OpenGL (and unless you know what you're doing your code will be poor), but properly written Vulkan code can blow OpenGL out of the water as you can make it tailored to your specific needs, you specific synchronization and threading setup, something OpenGL cannot do (it's not psychic).īut let's be honest, they are apples and oranges. They both end up using the same driver (on nvidia), but Vulkan doesn't need to go through the entire state machine on that driver like OpenGL does. Vulkan makes no second guessing to what you do, it does it exactly as you want it to do (with disastrous results if you ask it to do something it cannot do, usually a display driver crash). OpenGL at its core is hamstringed by a driver that mostly needs to guess what you want to do, and when you want to do it, and a single threaded state machine.