• EasternLettuce@lemm.ee
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    6 months ago

    Using metal over Vulcan is a terrible choice for oss projects in my mind. Closed ecosystems extend all the way to the rendering pipeline

    • 8Bitz0@discuss.tchncs.de
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      6 months ago

      Until you actually try to use Vulkan on macOS. Since there’s no native support, you end up needing MoltenVK.

      • leopold@lemmy.kde.social
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        6 months ago

        Is there any particular problem with MoltenVK? As I see it, it’s by far the best solution for cross platform software on macOS in need of graphical hardware acceleration.

        • 8Bitz0@discuss.tchncs.de
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          6 months ago

          There’s nothing wrong with the software itself. It works great for what it does. On the other hand, it’s a compatibility layer, which always increases friction between things a little. I think the best use for this is running legacy software.

          There aren’t many alternatives. Maybe in the future, we’ll see graphics API abstraction libraries like wgpu get used more. This gives developers a single API which can use DirectX on Windows, Vulkan on Linux, or Metal on macOS. This could allow support for entirely new graphics APIs without developers using it having to do anything.

          Of course, that’s my opinion. People can build their software how they like.