Did you ever wonder why explosions and other effects looked so much cooler on the original PlayStation than they did on the Nintendo 64?



When those of us in the Vulkan® working group want to modify the API—whether it’s a new hardware feature to expose, a new use case we want to address, or even just a gap in the spec we want to address—we have one invaluable tool that we make heavy use of
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve performance, and prepare for future GPU workloads.

