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OpenGL is STILL viable today. You can use a shared subset of ES 3.x and Desktop GL 3.x, and the amount of places where you need to if/#ifdef because of differen
by Aardappel 7y ago
OpenGL is STILL viable today. You can use a shared subset of ES 3.x and Desktop GL 3.x, and the amount of places where you need to if/#ifdef because of differences is vanishingly small (mostly some minor shader decls). Certainly don't need a giant library like ANGLE to do this.
We still don't know when Apple will actually remove GL from their platforms, but since the backlash will be so huge, it might be a while. And even when they do, the first step of 95% of code-bases that rely on GL will be to link in some GL on Metal emulation library. The net effect will be a slight performance drop for Apple vs other platforms. Well done Apple.
At some point switching to Vulkan (and Vulkan on Metal for Apple, or the reverse if you're an Apple centric developer) may be worth it, but for the moment the amount of apps and games that will see close to identical performance in GL and Vulkan is still huge. If you are e.g. geometry/shader/memory bound, you'll see exactly 0% speedup from API changes. You really need to be pushing significant amount of draw calls to see a difference. If you're not doing this, its worth "hanging in there" with GL to see if the post-GL landscape de-clusterfucks itself in the meantime :)
- dman 7y agoThanks for this perspective, it is helpful. In our industry not reacting to developments of the day is often the most courageous choice one can make.