Summary of Vulkan: Migrating from OpenGL ES

Summary of the points covered in this document and where to go from here

Vulkan provides developers with many exciting new features, such as explicit control over all aspects of rendering, precise synchronisation and the possibility of improved performance and smoother frame rates. In addition, explicit memory allocation provides the power to better utilise GPU memory, and fully eliminate ghosting.

More broadly, Vulkan can make better use of many modern platforms with its multi-core support. It also has broad cross-platform support and is an open standard, meaning knowledge of the API will be useful for years to come.

For developers it is simple to get started with Vulkan, as major game engines such as Unity and Unreal already support it.

Ultimately, whilst moving to Vulkan will require more effort than sticking with OpenGL ES, it will most likely be worthwhile in the long term.

Where to start?

This document has only really touched very briefly on the features and design of Vulkan. For a complete description of all that Vulkan has to offer take a look at the Vulkan specification.

Finally, while the specification is thorough and detailed, it definitely helps to see Vulkan in action. Getting Started with Vulkan is a step-by-step guide demonstrating how to render a simple textured triangle on screen. It shows how many of the features mentioned in this document are used in a simple application. This guide is based on a demo included with the PowerVR SDK called HelloAPI