Hacker News new | ask | show | jobs
by vilya 3422 days ago
All of you complaining about this proposal not being based on Vulkan seem to be overlooking the fact that Vulkan is actually quite cumbersome to use. Metal, on the other hand, is a really well designed API and in my opinion strikes just the right balance between performance and usability. If it was available for non-Mac platforms too, it would be my first choice of graphics API every time. So for me, a cross platform web graphics API based on Metal is really quite an exciting prospect - much more so than one based on Vulkan - and I applaud Apple for proposing it.
1 comments

Yeah, have the people arguing for Vulkan on the web actually experienced what it's like to use Vulkan? Here's a small taste: https://renderdoc.org/vulkan-in-30-minutes.html
There are many third-party libs which make using Vulkan much easier, all the way up to Game Engines which abstract everything. That isn't a argument against Vulkan.

A good graphics API, even a web one, is one that provides good control over the GPU.. and to have sane standards which limit future implementation fragmentation (like shader byte-code instead of a specific shader language), and to have good debugging tools, etc.. That's what Vulkan is, regardless of how verbose it is in comparison to OpenGL.

I'm not saying you can just make Vulkan run on the web, but I'm certainly in favor of a Vulkan-subset (using SPIR-V as a shader base) becoming the successor to WebGL over one inspired by Metal and MSL.