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by fxtentacle 2291 days ago
I disagree. Sony / Nintendo use proprietary APIs, Windows and Xbox use DirectX, and Android you need OpenGL ES for compatibility. Apple is self-disqualifying with their hardware and insistence on Metal.

That leaves Vulkan for Linux games. The 1% of the market that no savvy business person would touch with a 10 feet pole.

In Linux land, you'll meet people who feel suspicious of you in the first place for charging for your game, and people who have compiled their GPU driver from scratch, yet blame your game for being incompatible with their wrong compiler flags.

So for almost every game studio, there is no viable market where you could sell a Vulkan game.

1 comments

Nintendo and Android use Vulkan. Windows supports it as well (along opengl and directX) so it's a bit more than just Linux (which powers Stadia and will likely power most Stadia-clones in the future).

This pretty much only leaves out macOS and iOS, for which a Vulkan compatibility layer exists anyways.

Not quite true, although it tends to be used a lot as Vulkan sales pitch.

Nintendo uses Vulkan on the Switch, but they also have their own Metal like API, NVN.

Vulkan is mostly used by PC ports into the Switch.

Exclusive Switch titles do so via NVN, Unreal or Unity bindings to NVN, not Vulkan.

Android has optional support for Vulkan, since only flagship devices ever bothered to actually provide it, with Android 10 Google has changed it into compulsory API. So only Android 10 or later devices are guaranteed to actually have proper Vulkan drivers available.

Windows supports Vulkan on the classic OpenGL ICD driver model, not available in Win32 and UWP sandboxes, which only allow for DirectX based code.

This is the actual reality, and not that typical Vulkan sales pitch.

>Vulkan sales pitch

I like this. I will use the word "sales pitch" next time other companies does it, which to me is flat out lying. ( Cough; AV1 )

I still dont get why the hype on Vulkan, if you want Android support you will still need to use OpenGL for the majority of devices, given their slow replacement cycle and I doubt it will be mainstream anytime soon.

I agree they you can use Vulkan on most platforms, but if you use an established engine with multiple render backends, then you'd go with the most feature complete or most performant API, which is usually the platform-specific proprietary one.

That would limit Vulkan as a good cross-platform choice to the few developers that do not use Unity or Unreal Engine under the hood.