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I still can't believe Apple is effectivly boycotting Vulkan (at least on the Desktop).
Instead of united weight against the API dominance by the almost-monopolist, Apple seems to thing it is way more important than it actually is.
We'll see tons of Metal games for iOS, yet on the Desktop it means games are no longer "automatically" available for Linux and OSX by porting them to a cross-platform graphics API.
I still can't believe Apple is effectivly boycotting Vulkan (at least on the Desktop).
Instead of united weight against the API dominance by the almost-monopolist, Apple seems to thing it is way more important than it actually is.
We'll see tons of Metal games for iOS, yet on the Desktop it means games are no longer "automatically" available for Linux and OSX by porting them to a cross-platform graphics API.
They still support OpenGL pretty well. If you want cross platform. Just use OpenGL. If you *need* to use Vulkan for some very very rare specific reason for a game, this would probably mean that your game wouldn't be too portable between the many Vulkan implementations anyway.
I still can't believe Apple is effectivly boycotting Vulkan (at least on the Desktop).
Instead of united weight against the API dominance by the almost-monopolist, Apple seems to thing it is way more important than it actually is.
We'll see tons of Metal games for iOS, yet on the Desktop it means games are no longer "automatically" available for Linux and OSX by porting them to a cross-platform graphics API.
They will change their minds. Once there are more than 2 games available, of course.
In the meantime, kudos to Khronos, kudos to Vulkan driver devs, and f...k you game devs, not using Vulkan.
They still support OpenGL pretty well. If you want cross platform. Just use OpenGL. If you *need* to use Vulkan for some very very rare specific reason for a game, this would probably mean that your game wouldn't be too portable between the many Vulkan implementations anyway.
It's like if you took the actual truth and flipped it inside out and hung it upside down, that's the words you just said.
They still support OpenGL pretty well. If you want cross platform. Just use OpenGL. If you *need* to use Vulkan for some very very rare specific reason for a game, this would probably mean that your game wouldn't be too portable between the many Vulkan implementations anyway.
Well, Apple support OpenGL 4.1 in there last OS.. not 4.5 like Linux open source drivers...
Apple began supporting OpenGL 4.1 in the time OpenGL 4.2ish was available in Linux opensource drivers, more than like 4-5 years after Linux began supporting it via closed source drivers.
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