Comment by flohofwoe

2 hours ago

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).

When a game glitches because of a driver bug, its the game developer that gets the bug reports (and the heat) and often has to isolate the problem to convince the gpu driver-team to fix it.

You may note that I specifically said "PC game developers" Your whole but consoles argument, completely misses the mark.