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Vulkan is the arguably worst of the modern GPU APIs. It's not all that portable since you have to check for sooo many differences in architecture. It requires t
by nox101 2y ago
Vulkan is the arguably worst of the modern GPU APIs. It's not all that portable since you have to check for sooo many differences in architecture. It requires the most amount of manual synchronization. It lacks a higher-level shading language (you generally have to pick a library that implements some other higher level language and let it generate SPIR-V for you and pray it works portably).
Except for projects like this, Vulkan really only exists on Linux and Android. It'a not really a thing on Windows. Sure, some games are using it, but they're like 1% or less.
Metal is arguably the best of the 3 APIs, though of course it was easier to do without having any legacy behind it and without being designed by committee.
- talldayo 2y ago> It's not all that portable since you have to check for sooo many differences in architecture. And... Metal is better in this regard? I'd take SPIR-V generation for two target architectures over a complete render overhaul any day of the week. > Metal is arguably the best of the 3 APIs Then what harm is there in offering Vulkan alongside it? If Metal is the obviously superior choice, there should be no problem doing the same thing Microsoft does by allowing developers to use both. Why is Apple afraid of letting their APIs compete?