Comment by Shitty-kitty
7 hours ago
Optimization and bug hunting makes supporting multiple graphics api's a pain. I really don't understand Apple's stubborn refusal to make vulkan drivers. Between Apple and the better performance on SteamDeck, I can see PC game developers seriously considering Vulkan over directx.
Sony's PS3 is an interesting comparison. It had some borderline ridiculous hardware by the standards of console development. I mean that both as a positive in terms of theoretic capability, and as a negative in terms of practical usability. Sony had a huge market, so I think they were banking on developers bending over backwards to build things to the strengths of the PS3 which would be such an undertaking that it'd almost undoubtedly have left the PS3 version of stuff as definitive, and other platforms operating as second class citizens. Unfortunately for them developers took the path of least resistance and ended up doing the exact opposite.
If game devs want to reuse their Vulkan code on Apple device, they can use MoltenVk or the more recent KosmicKrisp.
> Optimization and bug hunting makes supporting multiple graphics api's a pain.
The problems usually lurk in the graphics drivers, and not in the 3D API layer (e.g. optimization and bug hunting isn't much difference even when your code only supports a single API, and especially Vulkan drivers from different vendors may behave wildly differently on Windows, at least compared to D3D).
> I can see PC game developers seriously considering Vulkan over directx
Lol. That train has left the station long ago (around the time when Stadia was shut down, Vulkan saw a small uptick because of Stadia, but that soon fizzled out). Games need to support multiple 3D APIs anyway once they release on consoles. One or two more for the PC and Mac version doesn't make much of a difference (and most games are built on top of an off-the-shelf-engine anyway).