I know that this is probably something that I should know already, but somehow I think I may have missed the final memo.
Is the Vulkan renderer now considered to be complete, mature, fully functional and as bug-free as reasonably practical (i.e. more or less the same status as OpenGL is considered to have in GZDoom)?
The reason that I ask is that there do seem to be one or two threads still hanging around with queries about difficulties with Vulkan, its memory usage and so on.
I have pretty much been sticking with OpenGL for my playing, partially because of these reports and because OpenGL has never really given me any problems to date (so I didn't see the need to change). However, I was messing around with a map and loading it with (probably too many) dynamic lights and I noticed that, after the addition of the lights, certain areas of the map would render really quite slowly* So, out of interest, I switched to Vulkan and the slowdowns went away.
So, I'm just trying to find out if Vulkan should be working in as problem-free a way as OpenGL has up to this point for me.
*I usually run with vsync and see a constant 60fps in most maps. However in a complicated map with lots of 3D floors, placed in an open outdoor area and with lots of attenuated lights interacting with the floors, fps was dropping to the mid-high 20s. The map in question was my old Inca HQ from my Burghead mod. I was loading it with dynamic lights just to see if I could. From several points, when looking across the building and, even worse, when standing at certain points within the building, I was getting these very noticeable slowdowns - but only with OpenGL.