> But I'm not sure what you mean by "understand". If you want to understand the graphics theory, Vulkan tutorials aren't going to teach you that.
I meant understand the Vulkan-specific minutiae of setting everything up for either graphics or compute. There's an order of magnitude or two more of it than for OpenGL, and lots of tutorials seem to skip it and focus on the graphics. I'd like to understand what all that setup does and why it's done a particular way.
>I'd like to understand what all that setup does and why it's done a particular way.
That's something you'll only understand after trying to build something non-trivial with an older graphics API like OpenGL.