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If you're targeting multiple platforms you're likely using an engine rather than directly programming the GPU anyway. So you don't actually care about vulcan vs
by lilyball 8y ago
If you're targeting multiple platforms you're likely using an engine rather than directly programming the GPU anyway. So you don't actually care about vulcan vs metal, you care about e.g. "Unity".
- pcwalton 8y agoSome of us write the engines. :)
- fsloth 8y agoEven then the graphical fidelity of the above games is approachable with a pretty simple set of "standard" shaders and rendering tricks that allow to limit the graphics api specific code to a manageable chunk. It's not nice, but it's not like one needs to port the entire engine. And then there are cross api interfaces like bgfx that allow more or less to share a common data interface with all of the API backends. I'm not saying that I like the fragmentation, but on the other hand I'll happily use win32 system calls when programming windows and posix stuff if programming unixen. So it's not entirely cut and dried what is the expected amount of platform specific customization one is expected to be able to deal with.