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"So why would you use OpenGL exactly?"

Because I care about working on phones, and on crappy old video cards and iOS and OSX.

Because the only times Vulkan provides any benefit over OpenGL is when I'm CPU bound, and that only happens on high end video cards, which are handling my workload without a sweat, so why would I bother optimizing those?

Because Vulkan is a low level API that's not easy to program for. OpenGL isn't exactly easy to use, but it's a heck of a lot easier than Vulkan, from what I can tell.

Because the work I do is more closely related to the CAD market than the video game market, and I know that there's enough money in CAD, and that OpenGL is not going anywhere for CAD, so I'd bet that OpenGL will be around for ~25 years in some form or another. I wouldn't place that bet on Vulkan.




> Because I care about working on phones, and on crappy old video cards and iOS and OSX.

Sure, OpenGL will remain useful for supporting both legacy applications and legacy hardware.

> Because Vulkan is a low level API that's not easy to program for. OpenGL isn't exactly easy to use, but it's a heck of a lot easier than Vulkan, from what I can tell.

I answered that above. It's not a reason to use OpenGL, it's a reason to write something on top of Vulkan to make things easier.

> Because the only times Vulkan provides any benefit over OpenGL is when I'm CPU bound

It provides a benefit of using your hardware to full potential. You can't even properly saturate the GPU with OpenGL with parallel workload, unless you use AZDO and other such things which turn it inside out trying to bypass its limitations.

> Because the work I do is more closely related to the CAD market

And why exactly Vulkan can't be used in the CAD market?


> OpenGL is not going anywhere for CAD

Longspeaks has the CAD industry to thank for.




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