> Metal only covers Apple. Vulkan covers so much more.
I'm not sure "more" is the right term here. There are about 1.3 billion iPhone users worldwide. Sure, Vulkan covers more OS environments, but how important is that to a game developer vs. total available users? Does Vulkan user reach exceed 1.3 billion?
I thought we are talking about Android, and which APIs makes business sense, when AAA actually want to get paid, instead of having to pay back store returns.
I thought we were talking about capable APIs for creating enjoyable experiences, not barebones rendering frameworks for building flashier online casinos. My mistake.
OS coverage vs pure numbers is something for the game developer to be worried about, and by extension the game engine devs.
You want to get into the iOS gaming market, go Metal. By definition you've expressed you don't care about the other OS's.
You want to make a AAA game, you probably don't go Metal if you want enough market coverage to recoup your costs - though I will be delighted to be proven wrong when a AAA iPhone game comes.
If Apple want to change their "AAA game" attractiveness they need to address this. It's not that hard - the article took a month but even a year is fine. Apple just needs to get it done, but it doesn't seem like they care to make User<->GameDev relationship easy. Either the gamedev needs a whole other version of their game on Metal. Or the users have to do a lot of homework and fiddling to get a modern AAA game to run.
I wonder if they have Vulkan internally and simply know their GPU won't look good in direct comparisons - which is fair; beating or even leveling with nVidia is hard. But if anyone can show AMD and Intel how to do it....
...exactly. Which is why, unless you're given a license to re-impliment DirectX, it makes so much more sense to use Vulkan and it's DX9 through DX12 translation layer.
And the translation layer exists largely due to Valve business decisions, not because "community came together or something". This glorious amazing support didn't even really exist until 2018 (when it was launched with official support of 27 games)
1. Apple has never truly cared about gaming on the Mac
2. iOS only supports Metal, and Metal serves Apple extremely well
3. Apple's dropping of 32-bit apps and switching to M* chips has hurt gaming on Macs much more than any perceived harm from not supporting Vulkan.
minor nitpick: did care when Google Stadia was in the list. But it did not worked out and everyone took a big L on that and now Vulkan support has been mostly purged already.
My opinion on the facts I saw don't agree with your interpretation. No one here on HN cares about it =) so I just drop it.
My hot take is that when AAA games will be shipped on mac os they will not use porting kit in runtime and just call Metal. Imho API court battles are fun to watch from afar.
How many iphone users will pay 60 dollars for a game, like you can try and achieve on Steam or Switch? I feel like the iOS game market is pretty different.
More money is spent/made made on iOS gaming than on traditional PC gaming, even if the $60 up front model isn't something iOS users are willing to accept. I almost think they're right to tolerate mtx models btw. At least if games are f2p, companies aren't releasing them broken/unfinished.
But money talks and game engines want a slice of that sweet apple pie.