So vulkan will appear during the year maximum in all emulators. 90% of emulators in DirectX mode use the Google ANGLE library.
https://github.com/google/angleIt now supports only D3D11 and maximum opengl ES 3.0. There will be ES 3.1 on the volcano. The commits already have part of the volcano code and es 3.1.
Opengl ES 3.1 ->Opengl is complete. Who uses what much. But there are a lot of wrappers on the github too.
And, gash a simple broadcast of vulkan android ->vulkan windows \ mac is not a big deal.
Yes, and I would not say that now somewhere else games are slowed down even by opengl ES 3.1. 60 stable FPS is not a problem in many emulators. Yes, and over the past year, emulators have tightened up. I have not seen a game that simply would not work in emulators. In one it may not work, but in the other it works.
With some version of android, support for vulkan in android games will already be mandatory.
Added support for the Vulkan 1.1 graphical API. Compared to OpenGL ES, using Vulkan can significantly reduce the load on the CPU (up to 10 times in Google tests) and improve rendering performance. The ultimate goal is the widespread support of Vulkan on all Android devices, for which Google is working with equipment manufacturers in terms of translating Vulkan 1.1 into the category of mandatory requirements for all 64-bit devices based on Android Q;
Added experimental support for the implementation of the ANGLE (Almost Native Graphics Layer Engine) layer on top of the Vulkan graphics API. ANGLE allows you to draw, abstracting from the APIs specific to different systems, thanks to the translation of OpenGL ES calls to OpenGL, Direct3D 9/11, Desktop GL and Vulkan). For game and graphic developers, ANGLE allows you to use the regular OpenGL ES driver on all devices using Vulkan;
Post has been editedXtan - 23.03.19, 14:41