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.
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Replying to @pcwalton
I've not done it myself either but those I know who've used Metal itself speak highly of it overall. Of course it's yet another target to add but it might not be so bad if you're not building something generic but instead have end-to-end control of all rendering in the app.
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Replying to @cararemixed
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.
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Replying to @pcwalton
What about the shading language do you find inferior to GLSL or HLSL?
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Replying to @jhaberstro
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.
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Replying to @jhaberstro
Eh. I think I’d prefer a different language entirely, to be honest :) Like a modernized GLSL. Developer ergonomics are just different between CPU and GPU because the hardware is so different.
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Replying to @pcwalton @jhaberstro
I don’t love GLSL and especially don’t love HLSL, mind you. :) I think Metal Shading Language is better than HLSL at least…
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Replying to @pcwalton
Ok, that's what I was wondering. So really, your original complaint is not a "Metal" complaint, but really a "GPU ecosystem" compliant haha (which I totally get).
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Yep. Metal as an API is basically fine. As a side note, it’ll be interesting to see how WGPU compares: I suspect that WGPU will end up looking similar to Metal.
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Replying to @pcwalton
Yes, I haven't followed it closely, but I remember looking at an early prototype and thinking "that looks familiar!".
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Replying to @jhaberstro @pcwalton
I'm not sure who the target clients of WGPU are though. As least for game devs, 90% of them use Unity or Unreal. The remaining (mostly) don't want a portable abstraction because it's to their advantage to tailor to the platform.
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