

I’d love to see him try. He’d be off script within the first 10 seconds.
I’d love to see him try. He’d be off script within the first 10 seconds.
Vulkan is designed to be closer to the metal than something like DirectX 11 or OpenGL, which makes the API more explicit and difficult to use. This means it requires a great deal more care to use properly. And to complicate matters more, subtle bugs that are very difficult to debug are very easy to introduce.
But, this applies mostly to devs who build their own tech. Most of them these days are just using 3rd party engines like Unity or Unreal, so it comes down to whether or not the person making the game decides to check the box to use Vulkan and just how good those render backends are. Engine developers of 3rd party tech have to build their stuff to be as generic as possible. That’s likely gonna add a lot of bloat that might not be fully optimized for every game developer’s use case.
TLDR: It’s tough and time consuming for someone writing it themselves. And for the ones who aren’t, they’re having to place a lot of trust in a renderer that is probably a black box and might be buggy/slow.
I got a Framework 16 a few months ago and I’ve been loving it. Super happy these guys managed to make this concept of a repairable laptop work. Though, one thing I wish is for them to make a storage case for the expansion cards. I’ve built up a little collection of them and obviously filled up all 6 slots pretty quickly. I’d like a better place to put the unused cards than in a random drawer.