Android game graphics - OpenGL ES vs. Vulkan case study
summary
Compares OpenGL ES and Vulkan on Android with concrete measurements: using Simpleperf on a Pixel 6 Pro, graphics threads show ~30–35% less CPU time under Vulkan, with the driver portion dropping ~60% while engine work rises ~9–15% and C runtime memcpy/memset time falling ~16–30%. Notes Vulkan availability as about 85% of active devices and that Vulkan 1.1 is required for 64-bit since Android 10, recommends Vulkan-only for new high‑fidelity engines and GL ES as a fallback for wider device coverage.
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chapters (10)
- 0:00Introduction to Android graphics
- 0:39Graphics API landscape
- 1:46Evolution of Android graphics
- 4:18Vulkan adoption and ecosystem
- 6:31Benefits of Vulkan
- 8:37Performance profiling case studies
- 11:42API selection strategy
- 12:59Engine compatibility and use cases
- 15:15Vulkan only development
- 17:37Q&A and closing remarks
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