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robert_foss | 2 months ago

This quite clearly shows the cost of Apple preferring to build a software ecosystem moat, than using the Vulkan API which every other OS supports.

Vulkan support was introduced in OBS Studio 25.0 in March 2020, 5.5 years ago.

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pjmlp|2 months ago

Vulkan is not supported on game consoles, with the exception of Switch, and even there you should use NVN instead.

It is not officially supported on Windows, it works because the GPU vendors use the Installable Client Driver API, to bring their own driver stack. This was initially created for OpenGL, and nowadays sits on top of the DirectX runtime.

On the embedded space, the OSes that support graphical output many are stil focused on OpenGL ES.

jdboyd|2 months ago

Metal does pre date Vulkan, and some people consider it easier to use.

badsectoracula|2 months ago

While Metal might be easier to use, i'm pretty sure it is still easier to have to worry about Vulkan alone than Vulkan+Metal. And Metal predating Vulkan is really only of concern to code that existed before Vulkan was made available (which wasn't that much).

array_key_first|2 months ago

OpenGL is easier to use than both, but we left it in the dust as it doesn't match the semantics of modern hardware.

Metal DOES... but only apple hardware.

JimmaDaRustla|2 months ago

Well, ya, it's a proprietary walled garden solution.

brnt|2 months ago

Mantle predates either, and Vulkan is based on Mantle.

nuudlman|2 months ago

Vulkan capture support on Windows was introduced in v25 (on linux you need to use a plugin). There is no Vulkan renderer support—which the post clearly stated...

rieter|2 months ago

OBS has no Vulkan renderer. Only OpenGL, DirectX 11 (on Windows), and now Metal.

stephen_g|2 months ago

As if nobody else ever did that (like Microsoft with DirectX, and almost every single games console)?

robert_foss|2 months ago

Sure, it's happened before but it is not in Apples customers interests, just Apples corporate moat building interests.