I didn’t know that. Metal was introduced on mobile platforms as a low-overhead API, because overhead on mobile platforms really made a difference.
On the Desktop, low-overhead APIs like D3D12 and Vulkan have delivered little value so far.
I’m not surprised though, Apple has been neglecting this market for many years. The question posed to me is: Who cares enough about Apple to port to Metal?
To put it into perspective, Blender developers have been working on-and-off on moving exclusively to “modern OpenGL” for many years, one of the arguments being that Mac OS doesn’t let you mix-and-match with legacy OpenGL (like on Linux and Windows).
All that seems rather moot to me now, to support Metal would require a full abstraction layer or lots of redundant code, you can’t just “port to Metal”. One option could be using Vulkan through MoltenVK (a subset of Vulkan on top of Metal), which at least lets you keep GLSL shaders.
Another option would be to just write off the platform entirely if OpenGL is dropped, because it’s just not worth supporting.
OpenGL on Mac has already been a garden of raised middle fingers. The biggest argument for Metal on Mac OS was the crappy OpenGL - not performance.
Having said all that, I do think Metal is a good API, it’s just not worth putting up dedicated support for it unless you’re totally focused on iOS/Mac. Behind an abstraction layer, it’s just another common denominator.
You’re wrong about that.