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You’re getting downvoted for some reason, but OpenGL is absolutely easier. It abstracts so much (and for beginners there’s still a ton even with all the abstraction!). No need to think about how to prep pipelines, optimally upload your data, manually synchronize your rendering, and more with OpenGL, unlike Vulkan. The low level nature of Vulkan allows you to eek out every bit of performance, but for indie game developers and the majority of graphics development that doesn’t depend on realtime PBR with giant amounts of data, OpenGL is still immensely useful.

If anything, an OpenGL-like API will naturally be developed on top of Vulkan for the users that don’t care about all that stuff. And once again, I can’t stress this enough, OpenGL is still a lot for beginners. Shaders, geometric transformations, the fixed function pipeline, vertex layouts, shader buffer objects, textures, mip maps, instancing, buffers in general, there’s sooo much to learn and these foundations transcend OpenGL and apply to all graphics rendering. As a beginner, OpenGL allowing me to focus on the higher level details was immensely beneficial for me getting started on my graphics programming journey.




It won't be OpenGL-like, it will probably just be OpenGL https://docs.mesa3d.org/drivers/zink.html




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