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I worked with a AAA gamedev recently who had written a Vulkan renderer for their game to demo quality level in 2 weeks. It all depends on existing level of abstraction for the rendering API and shading language (and to some extent assets), and how much performance and efficiency you’re happy leaving on the table.



> demo quality level in 2 weeks

Getting pixels on the screen and shipping something to end users are to very, very different things, 90/10 rule and all that.

Vulkan also has the benefit of multiple platforms supporting it so you're not doing all that work for a minority(which is what OSX is in the graphics space) platform.


If you already had an architecture with replaceable renderers, especially with DirectX 12 one already written, adding Vulkan one will be a matter of just a few weeks. If you hadn't, it will be much tougher.




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