I don't think you have a clue what you are talking about. Exactly how many game engines have you worked on or developed?
Have a look at the unreal engine, all the graphics APIs are abstracted away in wrappers. No sane programmer on the planet wants to constantly access low level API commands, this is even more the case with DX12 and Vulkan. This is the entire purpose of these new APIS, the developer has to create a more encompassing wrapper that takes more control over the command queue and state
Even if this is true, the developer of Talos Principle stated that basics like multi-threading are not implemented in Vulkan according to the quoted source, http://steamcommunity.com/app/257510/discussions/0/412447331651559970/?ctp=2#c412447331651997070, whether it has been implemented in subsequent patches I don't know.
Obviously multi-threading has been implemented in Doom Vulkan and implemented well, as well as advanced features such as Async compute and Shader Intrinsic Functions. You have to bear in mind the vast technical experience and resources that Id have in getting the most from the API.
By contrast, there is only one person working on the implementation for the Talos Principle and they have admitted it is far from optimised and at the same point in the process for DX11 optimisation it was as fast as DX9, whereas now it's significantly faster.
Last edited: