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I work at a major games publisher and literally all we care about is DirectX for PC/X1 ports, and the weird graphics library we use for PS4. I don't know of any game released by us in last 10 years which even had an OpenGL backend. From what I gathered from our graphics devs, their reaction to vulkan was "meh, it's nice but we already have PC covered with DirectX which we have to write for X1 anyway, and it's not like PS4 is going to support it, so what's the point?"


That's a pretty bad reaction, and also highlights the absence of good cross platform development in your studio, because of lack of common tools. You should release your games for Linux for a change.

But this also highlights, that pragmatic value of cross platform tools is apparent when they are really cross platform. I.e. the wider is their availability, the higher is their value. OpenGL didn't quite reach that, because of opposition from lock-in minded companies. So this is a welcome change in Nintendo's approach, because it advances Vulkan as a cross platform API.




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