The graphics API isn’t something superficial. The source engine was designed from the ground up around APIs from 20 years ago. Any Vulkan adapter will be a bodge.
Source was branched off of GoldSRC, which was built around OGL and D3D simultaneously, but for Source, OGL was excised from the final engine. Meanwhile, D3D functionality was later removed from GoldSRC altogether. And further back than all that, the engines are both based on Quake, which only had a software renderer, so going by your logic, it could be said that every renderer in Source and GoldSRC is a “bodge”.
Besides all that, I said the Vulkan renderer is the absolute best way to play the game on Linux, so your point in the first place isn’t even totally really clear.
The graphics API isn’t something superficial. The source engine was designed from the ground up around APIs from 20 years ago. Any Vulkan adapter will be a bodge.
Source was branched off of GoldSRC, which was built around OGL and D3D simultaneously, but for Source, OGL was excised from the final engine. Meanwhile, D3D functionality was later removed from GoldSRC altogether. And further back than all that, the engines are both based on Quake, which only had a software renderer, so going by your logic, it could be said that every renderer in Source and GoldSRC is a “bodge”.
Besides all that, I said the Vulkan renderer is the absolute best way to play the game on Linux, so your point in the first place isn’t even totally really clear.