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Even conceptually using Vulkan is much more complicated.

In old GL it's basically glClear, glBegin, glVertex, glVertex, glVertex, glEnd and a bit of window setup.

In Vulkan you need to know what these things are: queues, command buffers, image/geometry buffers, memory locations (constant, uniform, varying), resources, bindings, shader programs, fences, swap chains, and how they all coordinate together.

And until they are all properly coordinated together, you'll just be staring at a black image or just get errors.




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