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I do graphics professionally, and I would much prefer to just see Vulkan everywhere. Metal has essentially nothing to recommend itself over Vulkan; it's just a worse API. Things I've dealt with:

- Tessellation is weird in Metal, as you don't have hull shaders and have to wedge it into the compute pipeline.

- I haven't found a good way to disable multisampling while rendering into a multisample texture, something that is trivial in OpenGL. This can be useful for various effects.

- Switching command encoders is really slow.

- There is no good way I have found to be able to get good timing information inside the app as opposed to the profiler. The info is available on iOS, but not macOS. This is important for telemetry, etc.

Studios are obviously just going to choose the API that's supported on the platforms they're shipping to. Usually there's only one "blessed" API, and so that's the one they pick. It doesn't say anything about the quality of those APIs.



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