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---
title: "@rianflo Vulkan: ~1500 lines of overhead (including header src, as I don't inclu"
author: "NOTimothyLottes"
handle: "@NOTimothyLottes"
post_url: "https://x.com/NOTimothyLottes/status/1588515348223254528"
post_id: "1588515348223254528"
timestamp: "2022-11-04 12:55:46"
post_count: 3
reply_count: 1
repost_count: 0
like_count: 0
view_count: 0
---
# @NOTimothyLottes — @rianflo Vulkan: ~1500 lines of overhead (including header src, as I don't inclu
## Post 1 (2022-11-04 00:43:16)
I am not huge fan of “patches and wires” but Vulkan might be a sweet spot for that.
Kinda like what the Xcode visualization of metal does. But reverse.
## Post 2 (2022-11-04 12:55:46) — reply to Post 1
@rianflo Vulkan: ~1500 lines of overhead (including header src, as I don't include) for complete hotrod bind-everything-only-once compute-only gfx engine. Not a fan of VK bloatware API complexity, but frankly it can be minimized, and exposes enough to do wonderfull things to the hardware.
## Post 3 (2022-11-04 15:57:54) — reply to Post 2
@NOTimothyLottes Welcome Not Back! 🤘🏻♥️