| I think what you are going to find is that there is a lot of frustration w.r.t. Apple not supporting Vulkan. One system for everything else and one system for Apple. > I think you are wrong on that. Vulkan is a low-level native API, not a JavaScript API for the web. Lots of design work needs to be done. Nothing you assert here is invalid. But, I think you've missed the main point, which is that people don't want an entirely new API, they want the same API across all platforms. Vulkan, exposed directly in JavaScript as much as is feasible (e.g. using an automatic API generation tool) would be awesome. Simply look at how it is possible to cross-compile C/C++ to JavaScript. Now, add in support the Vulkan API. That would be incredible. > In addition, even on platforms where there are unofficial Vulkan drivers (such as Windows), it's likely the natively available API will still have more complete support and better performance. Actually that's not correct. Vulkan was explicitly designed to be an efficient and high-performance API. As it stands, even as a newborn API, it's the BEST available for 3D rendering on all platforms that support it, unofficial or not. > So either way, we need a cross-platform graphics API.
Let's focus this discussion on improving the web platform, not fighting battles about the underlying system APIs. I think you are missing the point here again. As you say, we need a cross-platform API. But, by that logic, accepting that JavaScript is just another platform, we'd like the SAME API. |
Just because it was designed to be high-performance doesn't mean it automatically wins on platform support and implementation quality. Direct3D 12 is at the same level as Vulkan, and I see no reason for the trend of D3D being higher quality than GL to end with Vulkan.