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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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.
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