title: Vulkan and older APIs memory usage
body: <p>I'm new to vulkan. The problem is with transforming objects. When using DX11 and OpenGL I used to update the uniform buffer and then send the draw command to the gpu but in vulkan all commands are pre-recorded. So i don't see any way I can do this. I read online that to transform each object I can use an array of uniform buffers and index from it when drawing. Is this the only way to transform each object in vulkan?</p>
  
  <p>If it is then isn't vulkan using more memory than older APIs? Older APIs can have a single uniform buffer and update it before a draw call but in vulkan we have use a buffer for every object. Vulkan is popular as a high performance API but older APIs are using less memory.</p>
  
  <p>If it isn't how can I do this more efficiently?
  Thanks.</p>