Vulkan status

Wow, thank you! I remembered UDK had AO, Refraction, Transmission, and not nearly as much limitations as what we currently have for mobile. If we can fall back to a cheaper version of subsurface scattering for mobile that doesn’t require geometry shaders, like Transmission, that might at least look a bit more correct than the default opaque surfaces for skin and wax/gels.

I was actually hoping to develop a mobile game that brings feature parity with PCs and release it on Steam as well. But when I saw how stringent the requirements were for developing in Vulkan (and only two devices are currently supported), I fell back to traditional mobile development and was shocked to see how much is missing from it.