Except that's a minefield all of its own. DirectX 12 is its own special beast that is unlike the others. Vulkan is already mired in 3 revisions of architecture changes. WGPU is based on the (outdated) first cut of Vulkan, not the current model. Of all of these, only Metal has a reasonable on-ramp for newcomers to 3D graphics.
[–] pjmlp 2 days ago
[–] mananaysiempre 2 days ago
[–] pjmlp 2 days ago
[–] swiftcoder 2 days ago
[–] pjmlp 2 days ago
[–] swiftcoder 2 days ago
[–] hollowonepl 2 days ago
so Metal yes, if somebody wants to be Apple focused. but in the academic world I don't believe that's the case either...
[–] pjmlp 2 days ago
Only the FOSS community is so hard focused on Khronos APIs.
[–] swyter 2 days ago
I've shipped a desktop OpenGL 3.3+ game sharing the same graphics code on Windows, Linux, macOS and Nintendo Switch. For example, worked just fine.
No translation layer overhead.
[–] pjmlp 2 days ago
A lucky scenario where you have not faced drivers issues, or extensions, that required multiple code paths.
[–] swyter 2 days ago
Wondering if a ton of people are just repeating things they heard around instead of trying it themselves. Because OpenGL + SDL in 2026 is not 2011 OpenGL, and seems to work portably across the NVIDIA, AMD, Intel, Mesa, Apple drivers and more vendors I've tried first-hand.
[–] flohofwoe 2 days ago
> Of all of these, only Metal has a reasonable on-ramp for newcomers to 3D graphics.
...unless you start with Metal 4, which is bringing in a lot of Vulkan/D3D12 concepts (for better or worse, it's definitely not great for 'convenience' but may help with porting Vulkan or D3D12 code over).
Ah, and DirectX on XBox is not the same as on Windows.