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Published on May 18, 2016
Vulkan is designed from the ground up for high-efficiency and unprecedented cross platform usage, introducing a paradigm shift in computer graphics. But what's really involved in adding Vulkan support to an existing code base? This talk covers both logistics and technical details of porting an OpenGL ES framework to Vulkan. In addition to that, it will also address some common post port topics on how to maximize the benefits of Vulkan.