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Re:Vulkan is coming to macOS and iOS, but no thanks to Apple by kllrnohj on Tuesday February 27, 2018 @06:22PM (#16479100)
"Every big vendor and platform for 3D games and software, has their own graphics API which work better and faster than [..] Vulkan."

[citation needed]

Not that they have their own API, but that it's at all better or faster than Vulkan. Remember Vulkan primarily came from AMD's Mantle. It's not the creation of a committee catering to the lowest common denominator.

And no, it's not only CAD still stuck on OpenGL. Games use it, too. Most of mobile is also on OpenGL ES. Increasingly more of them use it than they used to, even, as increasingly games are using off-the-shelf engines that are already cross-platform and have an OpenGL back-end.

The single largest consumer OS in the world (Android) only supports OpenGL ES & Vulkan, even, with no proprietary graphics API of any kind.

Re:Vulkan is coming to macOS and iOS, but no thanks to Apple by LeoNatan25 on Tuesday February 27, 2018 @07:15PM (#16479478)
Actually, most iOS games in recent years have been using Metal, as are most “off the shelf” engines internally.
Re:Vulkan is coming to macOS and iOS, but no thanks to Apple by drawkbox on Tuesday February 27, 2018 @08:02PM (#16479781)
> Actually, most iOS games in recent years have been using Metal, as are most “off the shelf” engines internally.

Largely due to support in Unity/Unreal. They would be using OpenGL ES still if they had their own engines except maybe the biggest game studios that always have custom game engines/rendering integration.

Re:Vulkan is coming to macOS and iOS, but no thanks to Apple by kllrnohj on Tuesday February 27, 2018 @07:23PM (#16479514)
iOS is not the largest mobile OS, so 100% of iOS could be doing something and it still wouldn't be "most of mobile" ;)
Re:Vulkan is coming to macOS and iOS, but no thanks to Apple by AlphaSite on Tuesday February 27, 2018 @07:55PM (#16479742)
Most mobile users who matter (revenue).
Re:Vulkan is coming to macOS and iOS, but no thanks to Apple by kllrnohj on Tuesday February 27, 2018 @08:20PM (#16479860)
Revenue per graphics API would be fascinating, albeit very different, investigation. It would likely also put OpenGL on desktop in a very different light given the professional products still using it.
Re:Vulkan is coming to macOS and iOS, but no thanks to Apple by dingo_bat on Wednesday February 28, 2018 @02:34AM (#16481373)
iOS is definitely the most used mobile OS.
Re:Vulkan is coming to macOS and iOS, but no thanks to Apple by Intermernet on Wednesday February 28, 2018 @03:52AM (#16481656)
Do you have a link for that stat? Last time I looked android was quite a way in front in global market share[1] . Happy to be proven wrong.

[1]: https://www.idc.com/promo/smartphone-market-share/os

Re:Vulkan is coming to macOS and iOS, but no thanks to Apple by dingo_bat on Wednesday February 28, 2018 @05:16AM (#16482020)
I don't consider "Android" to be an OS. It is like Linux, there are a hundred different OSes all running on top of the same kernel and framework. For example, the OS Samsung runs on their phones is so different from the OS Xiaomi runs on theirs that a casual user might think it's a completely different system.

So lumping together all of these variants and calling them "most used OS" is not useful in any sense. They are very different for users, and very different for devs.

This is specially relevant when you want to develop a game against a graphics API. Samsung has Vulkan on their flagships for a couple years now, but not the mid/low-end devices. Pixel supports Vulkan, but the units sold are so low that they are a rounding error. No other major manufacturer significantly supports Vulkan either. In this and similar scenarios, the framework used by ios may well be the "most used" mobile framework.

Re:Vulkan is coming to macOS and iOS, but no thanks to Apple by Intermernet on Wednesday February 28, 2018 @06:13AM (#16482193)
> I don't consider "Android" to be an OS.

Then you're correct by your definition, but not by most people's definition.

Re:Vulkan is coming to macOS and iOS, but no thanks to Apple by pjmlp on Wednesday February 28, 2018 @01:00AM (#16481022)
Vulkan support on Android is basically constrained to a few Nougat and Oreo devices.

And even then, it is only required on those that support VR.

Metal is supported on across all iOS devices still getting updates.

Re:Vulkan is coming to macOS and iOS, but no thanks to Apple by kllrnohj on Wednesday February 28, 2018 @01:10PM (#16485172)
Android only requires GLES 2 yet 63.6% of devices support GLES 3+ anyway.

Since nearly everyone's GLES 3 hardware both supports vulkan & has vulkan drivers already there's no particular reason to believe that an OEM will decide to just not ship vulkan support. It's more work for them to remove Vulkan from the SoC's base image than it is to just not touch it.

The low-end GLES 2 hardware is the only problem, which is a market iOS simply doesn't exist in at all. So if you're cool with ignoring that market, go for it.

Re:Vulkan is coming to macOS and iOS, but no thanks to Apple by pjmlp on Friday March 02, 2018 @04:48AM (#16500245)
Well Godot engine developers don't have good experience regarding GLES 3 support, at all.

https://godotengine.org/article/abandoning-gles3-vulkan-and-...

Lets see if they have better luck with Vulkan.