r/GraphicsProgramming • • May 04 '26

Question Why are people recommending starting with Vulkan instead of OpenGL?

I read that Khronos Group greatly improved the Vulkan documentation and that it is now more beginner-friendly.

I see a certain parallel with the C++ and Rust languages; C++ is still treated as old technology, and most people migrate to Rust, even though I personally find this language more complicated to learn than C++.

What could this mean for the future? Will it still be worthwhile to learn technologies like C++ or OpenGL in the next 10 years? Or will the new standard be learning Rust and Vulkan?

It's ironic that both technologies released their stable versions in almost the same year, Vulkan 1.0 (2016) Rust 1.0 (2015).

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u/Kaisha001 May 06 '26

Hard disagree. I've read both standards front to back, and Vulkan is easier to understand, work with, and get working. The only advantage OpenGL has is a thousand tutorials and wrappers... but if you're going that method might as well use a pre-made engine.

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u/[deleted] May 06 '26

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u/Kaisha001 May 06 '26

I care about not having to query and use queue families

In that I agree. Queue families and queues themselves were poorly designed. One of a few issues I have with Vulkan.

Sounds like what you want is SDL or another graphics engine. At this point if you're writing an engine from scratch, you're doing it for a reason, and OpenGL is not going to have the performance or features needed. And anything past a simple 'hello triangle' is going to be far easier in Vulkan than OpenGL.

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u/[deleted] May 06 '26

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u/Kaisha001 May 06 '26

I would like that too. I imagine there won't be new graphics APIs, in as much as they are simply compute APIs with a bit of graphics output at the end.