![]() ![]() The Open GL renderer only has around lines of code. Last time I checked, the Vulkan renderer had 47 source files and around lines of code. The downside of Vulkan is the sheer amount of code you have to write to display just a single triangle on the screen, let alone a full-featured Dreamcast renderer. So you can expect less overhead, more reliability and better performance in many cases. Vulkan works much closer to the hardware than Open GL does. Open GL is quite permissive and has little declarative constraints. And even today this is still not trivial to implement even on modern hardware. You might think it should be easy to emulate such an ancient chip on modern hardware, right? Well … yes for the most part. Now the Dreamcast GPU is more than 20 years old. It was one of the first generations of 3D chips, with only a fixed pipeline. Update your core later today to get the latest version with the Vulkan renderer! Available for Android, Windows, and Linux. Completely open-source, written from scratch, and available later today on RetroArch. The first Dreamcast emulator ever to get a Vulkan renderer. ![]()
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