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by hmry
334 days ago
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People don't complain about DX portability because Windows has first-party support for Vulkan and OpenGL, unlike macOS. Also, since the XBox also uses DirectX, you get two birds with one stone. And third, you aren't forced to use Microsoft hardware to develop for DirectX (these days, you don't even have to use Windows.) Basically, people are mad that you need to buy Apple hardware, use Apple software (macOS), Apple tooling (Xcode), just to develop graphics code for iOS and macOS. At least you don't also need to use Apple language (Swift) to use Metal, though I don't have any first-hand experience with their C++ bindings so I can't judge if it's a painful experience or not. |
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It's definitely more convenient than Mac because it is provided by the driver and so you can almost always guarantee they exist, but Microsoft themselves do not provide them. On Mac, for Vulkan you can use MoltenVK which is also third party, and bundle it in the app, though definitely less convenient and less fully featured.
Regarding Xbox, that's a bit of an odd point because you might as well include iOS as a platform at that point which is a bigger gaming platform than Xbox. At least iOS uses the same Metal as Mac, while Xbox does vary in some ways from Windows. Granted, iOS gaming is much more casual oriented but there are some AAA games as well.
Regarding Swift, Metal has always been ObjC first not swift first. The C++ bindings are just for convenience, but you've never been bound to Swift even before they existed. Regarding Xcode, that's only to get the toolchain or if you need instrumentation. You don't need to use Xcode to actually develop things, this is no more a burden than needing Visual Studio on Windows.