Well, Vulkan is kind of a non-issue, since it doesn't actually get you anything anymore. But when we port to Mac, we probably will _have_ to use Metal, since it will be the only game in town. On the PC, I suppose we'll port to D3D11 eventually.
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Replying to @cmuratori
What do you mean by Vulkan not getting you anything anymore. Do you just mean that there's better alternatives on every platform?
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Replying to @mistodon
"Anymore" was probably the wrong phrase - I should have said, "doesn't get you anything." Since Metal is the only Apple-approved thing now, you're going to write to that, so you might as well just write to D3D11 or 12 on Windows now and those are your two APIs.
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I'm also not sure why anyone would assume Vulkan won't also go away on Windows. What's the incentive to keep it around now? It's just extra work for driver teams. It seems like Vulkan/OpenGL are really only relevant on Linux, AFAICT.
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This is already true for OpenGL. The performance is poor on AMD because they don't have the driver investment that nVidia has in that code path. Vulkan will presumably go the same way if everyone ends up focusing on D3D12. Hard to say what will happen, though.
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OpenGL 4.5 was quite good, IMO. The main problem with OpenGL was that it ended up keeping so much baggage with it, that finding the good path took a lot of effort :)
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