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> Because hardware vendors don't want one. Lock-in when you are leading your particular niche gives big profits, so companies go for it. Complete nonsense. All
by kllrnohj 7y ago
> Because hardware vendors don't want one. Lock-in when you are leading your particular niche gives big profits, so companies go for it.
Complete nonsense. All the hardware vendors except Apple support Vulkan and contributed towards it.
NVIDIA hasn't created their own graphics API since... ever, actually. They have their own APIs, of course (cuda being an obvious one, but there's also NVAPI), but they don't do graphics. Because hardware vendors have no interest or motivation in making more drivers than they need to, because drivers are hard & expensive. So much so that driver quality is a better lock-in for them.
Consoles use exclusives to drive lock-in, not APIs. Consoles have their own APIs, but historically that's always been a performance thing. They want to give game devs the rawest access they can, to make the best looking games they can. Maybe low-level APIs like Vulkan will end up changing that, maybe it won't, but it's not a "lock-in" thing. OS's use APIs to do lock-in, but they don't make hardware (Apple being the exception here, of course).
- pjmlp 7y agoSony and Nintendo definitely make hardware. Microsoft not only does not support Vulkan, ICD drivers aren't allowed in Win32 and UWP sandbox models. NVidia designs their hardware in collaboration with Microsoft, giving first class support to DirectX, and only afterwards they port the features as extensions to Vulkan/OpenGL. Latest two examples, Ray Tracing and MeshShaders.