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If you've never done graphics programming before, I highly recommend starting with OpenGL. You can blast through learnopengl.com in a matter of days and it will save you a lot of confusion and difficulty when learning the intricacies of Vulkan and the rendering paradigms it encourages. Doing some basic compute-driven rendering in GL with indirect multidraw will set you up with a lot of very useful context for understanding Vulkan quickly, without getting lost in the thousands of lines of configuration that Vulkan requires to achieve the same thing.