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> Also Vulkan keeps collecting extensions, slowly it won't be any different from OpenGL with multiple code paths for OEM, graphics card model, depending on whic
by skohan 7y ago
> Also Vulkan keeps collecting extensions, slowly it won't be any different from OpenGL with multiple code paths for OEM, graphics card model, depending on which features one is trying to take advantage of.
API-level fragmentation is an inevitability as long as GPU vendors ship hardware with different feature sets. It might be harder for graphics programmers, but I suspect consumers don't want to live in a world where graphics advance at the pace of the lowest-common-denomenator hardware. Still Vulkan takes a much more sensible approach to extensions than OpenGL, and it's far and away easier to avoid unpredictable results on Vulkan than OpenGL.
I think long-term it would make sense for Godot to support Metal, but if they are supporting Vulkan anyway, it would seem almost silly not to support Apple platforms almost for free using MoltenVK in the short term.