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> This is of course horseshit. Vulkan was being developed before Metal and Apple was even part of that development It's fascinating that history is changing so
by troupo 1y ago
> This is of course horseshit. Vulkan was being developed before Metal and Apple was even part of that development
It's fascinating that history is changing so fast now that even events of 10 years ago can be claimed to be something they weren't.
- 2013: AMD starts developing Mantle, and it is only available as part of AMD Catalyst, and only on Windows.
- 2013 (at least): Apple starts working on their own graphics API.
- June 2014: Metal 1.0 on iPhones is announced by Apple (it means it had already been in development much earlier, that's why I wrote "2013 at least" above)
- July 2014: Khronos starts work on Vulkan
- August 2014: The announcement of the Vulkan project and the call for participation.
- June 2015: Apple announced Metal on Macs.
- Sometime in 2015: AMD discontinues Mantle and donates it to Khronos.
- December 2015: Vulkan 1.0 specification announced by Khronos group
- February 2016: The full spec and SDK for Vulkan 1.0 released
So, reality: Metal had been released two years before Vulkan even had a specification.
> also well supported on Windows by GPU vendors.
Keyword: GPU vendors. Not by Microsoft.
> Vulkan is the primary rendering API on Android and Linux these days
But not on Macs, iPhones, Windows, XBox, and Playstation.
And yet, "omg why doesn't Apple support this late-to-the scene quite shitty API that it must support because we say it must".
- mcv 1y agoHistory aside, what are the technical merits of Vulkan vs Metal vs D3D? Wouldn't it make sense to simply implement the technically best solution everywhere?
- troupo 1y agoAside of the technical merits there are also the questions of open vs proprietary, platform availability etc. Also the question of "technically best solution" is also fraught with subjective definitions of "better". You also want competition in approaches. E.g. Vulkan might not have happened (an we would be stuck wit OpenGL) without the newer more modern GPU APIs from Metal and DX12.