It would be interesting to see a breakdown of usage of OpenGL vs. Metal vs. a Metal wrapper like MoltenVK on Apple hardware. My guess is that programming directly to Metal is not that popular (I see no benefit to it), but I don't really know.
I mean, I've used Metal and it's OK--verbose but reasonable CPU side API unfortunately paired with an awful shader language. But that doesn't really matter: my software has to be cross-platform, so any deviation from DX12/Vulkan is strictly worse.
-
-
Sounds like you’re writing software for one platform and then trying to do the minimum effort to make it work on other platforms, not writing cross-platform software.
-
No, I just want Vulkan to work everywhere. :)
- 1 more reply
New conversation -
-
-
What about the shading language do you find inferior to GLSL or HLSL?
-
The fact that it’s based on C++. I understand the motivation to share code between CPU and GPU, but I’ve never really wanted to do that other than for trivial stuff.
- 11 more replies
New conversation -
-
-
Good point. Fewer differences would be better but all of those deviations can be bugs in the translation layer which unfortunately has no knowledge of the specific application's intent. But it's not like there are better options for small teams.
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.