Having spent ~1hr getting acquainted with the MoltenVK SDK, I have to say that it’s quite straightforward to use, if verbose (because Vk). Here’s a cheeky little cube (3.2kLOC):pic.twitter.com/oCVYJmaqfv
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What specifically? As I understand it, they’re a Colorado company that’s closely partnered with Khronos to develop software for the Vulkan ecosystem (https://www.lunarg.com/about/ ).
Yeah more about the integration between MoltenVK and the LunarG SDK. MoltenVK seems to use LunarG, is that where the core Vulkan SDK is coming from or is it just for additional tooling?
I’ll be honest: I don’t know the exact relationships/partnerships among Brenwill, LunarG, Valve, and Khronos that brought this about.
Valve is one of many Khronos members who contribute to the (ongoing) Vulkan specification. We support FOSS SDKs and tools to make Vulkan a more complete ecosystem. We strive to put our own game workloads on drivers and use the tools & SDKs to help improve them.
Everybody involved thought integrating MoltenVK into LunarG so SDKs and tools worked seamlessly, have a loader, eventually support layers, (and MoltenVK could run all SDK samples) would make developers' lives easier. Hope it was an OK call :)
I think it’s terrific! It’s been fun getting acquainted with Vulkan via MoltenVK, even though I’m likely to remain Metal-centric for the foreseeable 
Using Metal is A-OK and great :) - our SteamVR compositor is native Metal to maximize VR performance. What I like about MoltenVK is it's so thin you can easily reach through to Metal as needed. More graphics programmers on macOS and iOS will always be a good thing.
Agree on all counts.
Yes I absolutely love that y’all put the effort into getting this out! Looking forward to digging in
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