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> especially on really old hardware

And it actually depends on what one calls "old".

I have a laptop i bought around late 2012 with a GeForce 660M. It can run a lot of stuff, including some recent games at very low settings - but Vulkan is not supported at all since Nvidia stopped releasing new drivers for it.

Similarly i have a GPD Win 1, it can only run lightweight games because it has an Atom CPU with integrated graphics - still for many smaller indie games (including some 3D games) that hardware should be enough. But under Windows there is no Vulkan support (the hardware can support it but Intel hasn't released any drivers). There is support under Linux, but then a lot of other stuff doesn't work.

In my new engine i was considering going with Vulkan or sticking with OpenGL (with which i am already comfortable anyway) and even made a binding generator for Free Pascal but then i noticed that aside of my main PC no other computer i have in my house supports Vulkan - and i'd like to have at least an Nvidia and AMD GPU to test. So i decided to stick with OpenGL for the time being as i really want to be able to run it on my portable PCs. I might consider a Vulkan renderer in the future but that would be after Vulkan is available even on whatever is considered old low end devices at the time.




You just have to look at Android, where Google had to make compulsory on Android 10 as no one was caring, and still it looks like this after 2 OS releases:

https://developer.android.com/about/dashboards#Vulkan

And if one goes into the spaghetti extension soup that Vulkan carried on from OpenGL, the picture is even more sad.

https://www.vulkan.gpuinfo.org/listdevices.php?platform=andr...

On a platform where Vulkan is nowadays the main 3D API, with a roadmap to run OpenGL on top of it.




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