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> APIs win on technical merits and market tooling, not on feels good kind of thing. Ok, but the technical merits for metal stop at Apple, you can abstract away
by tomxor 7y ago
> APIs win on technical merits and market tooling, not on feels good kind of thing.
Ok, but the technical merits for metal stop at Apple, you can abstract away differences in your translation layer if you care about your game existing outside, but you have to leave any merits of metal behind. Doesn't this dull your enthusiasm over improvements and features specific to metal?
I get that the original demoscene you were using unique hardware, and unportable demos that squeezed everything they could out of that specific piece of hardware felt natural, but Apple computers use the same GPUs everyone else is using... doesn't that make a proprietary low level graphics API seem more artificial.
- frou_dh 7y agoTheir most important platform uses in-house GPUs these days.
- pjmlp 7y agoNot every developer feels like they have to support every computer in existence. Many game studios are quite happy being Apple experts, just like many other game studios release exclusives or sell themselves as experts on a given platform, including selling consulting services. For those, vendor tooling is very much appreciated. The ones that care for portable code, they also care about having the easiest way to start coding on each platform. If Khronos cares about adoption, they should improve LunarG SDK to be more than just a set of bare bones libraries.
- tomxor 7y agoSo in short, to answer my own question: a developer can have enthusiasm for metal if metal covers all of their target platform (Apple).