On the topic of control, Metal has precise control over display intervals and presentation timing (I think Vulkan recently introduced something similar, not sure).
There is the VK_GOOGLE_display_timing extension that provides functionality similar to Metal, but it doesn't seem like it's well supported on desktop. The equivalent official extension seems to be stuck in limbo somewhere.
Note that mailbox approach does not really give you unlimited refresh rate, as you are bound by the number of drawables/swapchain images your driver can supply. If your drawing is very fast these resources become the bottleneck. If you truly need unlimited framerate (e.g. for benchmarking) the best approach is probably to render to a texture and then blit the last one to a drawable for presentation. And if your goal is "minimal input lag", then you might as well do it right and decouple your simulation and rendering threads.
That's my sentiment as well
I agree there are likely a lot of game devs who like Metal, but it would appear there are a lot of heavy hitters backing Vulkan.
As well, in film, many render engines prefer Vulkan due to the flexibility to write complicated compute shaders with complex command buffers. I experienced this first hand working with VFX studios in my day job.
I think the story is mixed, there is a big interest in Vulkan still.
Read what gamedevs have to say about this, Metal is more appreciated than Vulkan
> 2. Apple tries to throw its weight around and force devs to support their Metal standards even more, ultimately hoping to force the world onto Metal + macOS.
Apple was part of the Vulkan working group, knowing what gamedevs prefer, it now make sense why they parted away and created Metal instead
In retrospect I can only show compassion to Apple, they made the right choice