Vulkan and Direct3D 12 have been released in order to solve fundamental problems with Direct3D 11 and similar APIs. These APIs did not scale well over multiple threads, had issues with state management and did not allow for multi-GPU operation outside of vendor-specific implementations. The new APIs solve the problems by creating an API that might be more complicated to set up, but allows much greater control over work and data submitted to the hardware.

In this guide we have covered how the APIs are set up, and have set up working base implementations for grasping these APIs and their many complexities.

I hope this guide has helped you along, and have a nice day.

  • Rick van Miltenburg