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> Apple surely was aware of this, yet wanted to go their own way. Mantle was a proprietary API promised to work on AMD cards only. The work on it started in 20
by dmitriid 6y ago
> Apple surely was aware of this, yet wanted to go their own way.
Mantle was a proprietary API promised to work on AMD cards only. The work on it started in 2013.
Apple released version 1 of metal in June 2014. So, they'd already spent at least a year working on it. So why would they want to somehow go ahead with something proprietary that AMD was developing at the same time?
Khronos groups announced they were going to work on the next generation graphics API in July 2014 (a full month after the release of Metal v1).
AMD donated Mantle to Khronos in 2015, a full year after Metal v1.
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There are reasons why Apple went with Metal, and they make a lot of sense: OpenGL was a disaster. Any improvements to it would require immense effort, and fighting against Khronos committees. OpenGL ES was only marginally better and only marginally better suited for mobile devices. So why would not Apple develop their own low-level graphics API for their own devices?
- Someone 6y agoTo add some links to this: https://en.wikipedia.org/wiki/Mantle_(API) https://en.wikipedia.org/wiki/Mantle_(API) says (note 1) that AMD announced working with DICE on Mantle end of September 2013. Metal’s first release was in June 2014 (https://en.wikipedia.org/wiki/Metal_(API) https://en.wikipedia.org/wiki/Metal_(API) ) It certainly doesn’t look like AMD started working on a new API long before Apple did.