I don't think this is true. You can pretty much implement everything in OpenGL that you can do in Vulkan. The magic's in the shaders usually and I think there's pretty much feature parity there.
Performance isn't an issue either - with the advent of GPU-resident drawing ,meaning a compute shader filling buffers with draw parameters and drawing multiple objects with complex materials in a single draw call means there isn't much of a CPU bottleneck. Look up OpenGL AZDO if you are interested in this.
Performance isn't an issue either - with the advent of GPU-resident drawing ,meaning a compute shader filling buffers with draw parameters and drawing multiple objects with complex materials in a single draw call means there isn't much of a CPU bottleneck. Look up OpenGL AZDO if you are interested in this.