In the previous three chapters, we did our rendering using OpenGL. Although OpenGL is good for developing prototypes and getting your rendering going faster, it does have its weaknesses. For one, OpenGL is very driver-dependent, which makes it slower and less predictable when it comes to performance, which is why we prefer Vulkan for rendering.
In this chapter, we will cover the following topics:
- About Vulkan
- Configuring Visual Studio
- Vulkan validation layers and extensions
- Vulkan instances
- The Vulkan Context class
- Creating the window surface
- Picking a physical device and creating a logical device