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Re:Atlas OS: We redesigned Windows for gaming by pjmlp on Wednesday November 23, 2022 @10:14AM (#33720146)
DirectX for starters.

NVidia and AMD usually design their GPUs together with Microsoft, OpenGL and Vulkan then play catchup with extension spaghetti until some subset of it gets available as standard feature.

Re:Atlas OS: We redesigned Windows for gaming by bpye on Wednesday November 23, 2022 @01:34PM (#33722900)
Is this totally true? Vulkan supposedly derives from AMD’s Mantle API. Yes Vulkan and OpenGL have extensions in between major releases, but is that worse?
Re:Atlas OS: We redesigned Windows for gaming by pjmlp on Wednesday November 23, 2022 @01:50PM (#33723084)
Yes, coding against extensions means multiple code paths, hardly any different than using multiple APIs when the semantics from multiple vendors don't match 1:1.

https://vulkan.gpuinfo.org/listextensions.php

https://opengl.gpuinfo.org/listextensions.php

At least with Vulkan they learned why proprietary APIs have profiles.

Re:Atlas OS: We redesigned Windows for gaming by rstat1 on Wednesday November 23, 2022 @01:59PM (#33723192)
DirectX isn't much better with regard to the extension spaghetti. At the very least when you see a OpenGL or Vulkan version you can be assured that w/e that version includes is supported. With DX you can have something claim DX12 support but in reality it only actually supports some variation of DX10 or 11 through the feature level nonsense.
Re:Atlas OS: We redesigned Windows for gaming by pjmlp on Wednesday November 23, 2022 @03:08PM (#33723912)
It is such a nonsense that Khronos finally learned its value, and Vulkan now has profiles.
Re:Atlas OS: We redesigned Windows for gaming by rstat1 on Wednesday November 23, 2022 @07:56PM (#33726566)
OpenGL has profiles as well. The Core and Compatibility profile.

Didn't know Vulkan had them too. TIL.