And then there's this part:
> whenever we use modern features in OpenGL, we have to put in conditionals that preserve compatibility all the way down to OpenGL ES 2. In theory that complicates the code, and in practice we just end up not using these features at all. With a Vulkan renderer we can have hard requirements for such modern features, which can make the renderer more efficient
How does that square with this part?
> We have OpenGL as a fallback, so compatibility can effectively be ignored
If OpenGL is maintained as a fallback, then how does adding Vulkan and keeping OpenGL simplify the code?
Anyway, I hope it all goes well.