Rather than making it a runtime toggle between OpenGL and Vulkan as it is currently implemented in release 26.2, release two separate versions with 2 separate codebases, (In other words, Vulkan can be on a new branch of the engine specifically built to optimize performance for Vulkan while OpenGL can stay on a stable old engine), each separate instance would be labeled accordingly in the official Minecraft launcher (in theory) (e.g. 26.2(OpenGL) or 26.2(Vulkan)) this would (in theory) speed up Vulkan development by allowing full allocation towards Vulkan rather than having to carefully tread around maintaining compatibility with OpenGL and develop for Vulkan at the same time as this may very well be incredibly harmful to the progress spent towards implementing the new(er) API.
Any other ideas on how to go about this would also be great as I DO understand why OpenGL is still there in the first place: old graphics cards, such as basically anything before 2015, which usually has very limited or no support for the Vulkan API
Please sign in to leave a comment.
0 Comments