Guess who is also on the working group of OpenCL and OpenGL? Apple. Now guess who also hasn’t properly updated their driver support for these technologies, for years. Indeed, maybe we shouldn’t all jump to the conclusion that Apple basically deprecated these technologies for their platform. I definitely wouldn’t gamble on their continued support, however.
It wasn’t inevitable, at all. Mobile chips are totally different hardware, it’s still unclear how the Desktop version of Metal is going to pan out. Vulkan on the other hand has already been battle-tested in the form of Mantle.
Windows 10 is free, anyone with Windows 8 Home won’t have a choice in the upgrade. Right off the bat that’s a huge swathe of people that will have access to DX12.
Driver updates are also free, right off the bat everyone with a D3D12-level GPU would also be able to use Vulkan, no matter their choice of Windows. Most Windows users are still on 7, so you’d need 100% of them to upgrade to reach a comparable user base.
OpenGL doesn’t perform as well on OS X and Apple has no interest to make it better so if these DCC app makers want to do business on the platform and want the performance advantage they will be using Metal.
The problem is not performance, it’s reliability. Apple basically just made a proposition to switch the API with the promise of better stability, or risk spending lots of effort in working around driver problems. Both of these options are potentially huge costs. To those who have other things to do than just support Mac OS, this is basically a middle finger.
That may irk some who value cross platform or OSS software but at the end of the day for developers like Adobe, Autodesk, etc. it doesn’t really that matter that much.
Every company can spend only so many resources on Mac OS. Porting stuff to Metal means giving up improvements in other areas.
Even if Vulkan were supported on OS X, this still leaves Blender where? Nowhere near any kind of modern level of support. Vulkan on OS X is not the answer, at least not for Blender.
Blender developers have to plan now what they’re going to do in the future. Forget about Vulkan for a second, there is still the open question of OpenGL support. The main motivator to support the OpenGL Core Profile is Mac OS. If OpenGL now is basically deprecated, that doesn’t seem quite so motivating anymore. I would really love to hear psy-fi or jwilkins weigh in on this.
As for concern about smaller apps, smaller developers (especially those on the Mac App Store) are the most likely to use Apple’s api’s and core technologies over the bigger app makers. The minute Apple releases some interesting new api you have developers like Pixelmator jumping at the chance to support it.
Apps like Pixelmator are exclusive to Mac OS, so of course they can just go 100% Apple API. If you’re crossplatform, it’s a completely different story. You might as well delay or omit a Mac OS port altogether.
Obviously it’s profitable to develop for OS X or no one would bother but that is not the case is it.
That is so naive, it makes me smile. Here’s the reality: Most business fail, many of them are never profitable, yet plenty of people still bother. They hope for profit, just like a gambler hopes to win, even though he knows he can only lose in the long run.