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But why? I saw their section about rasterising everything on the GPU, and again I find it hard to understand why they need anything more than OpenGL 3.
Their UI looks like it would be an LRU glyph cache and a sprite batcher, and then you’d have 1000fps.
That sounds plausible. I’m sure having the lowest possible latency was their goal. There are multiple popular rust libraries aiming to provide zero cost abstractions over a common subset of the metal, vulcan and dx12 APIs, but I’ve never actually used one.
But why? I saw their section about rasterising everything on the GPU, and again I find it hard to understand why they need anything more than OpenGL 3.
Their UI looks like it would be an LRU glyph cache and a sprite batcher, and then you’d have 1000fps.
You can get lower latency with vulkan then with opengl. I remember some emulators (gamecube?) talk about why they implemented vulkan.
That sounds plausible. I’m sure having the lowest possible latency was their goal. There are multiple popular rust libraries aiming to provide zero cost abstractions over a common subset of the metal, vulcan and dx12 APIs, but I’ve never actually used one.