Earlier quoted context omitted.
You can use descriptor heaps with existing bindless shaders if you configure the optional "root signature". However it looks like it's simpler to change your shaders (if you can) to use the new GLSL/SPIR-V functionality (or Slang) and don't specify the root signature at all (it's complex and verbose). Descriptor heaps really reduce the amount of setup code needed, with pipeline layouts gone you can drop like third of…
Are there any good Vulkan tutorials that are continuously updated to reflect these advancement and ease of use improvements? It's a similar challenge to the many different historical strata of C++ resources.
Well, all desktop hardware and drivers at least. God help you if you want to ship on Android.