Not sure what stops Sony from doing it.
Things went better with OpenXR.
Not sure what stops Sony from doing it.
Things went better with OpenXR.
Let see if it as successful as OpenCL 2.x that had to reboot back into OpenCL 1.2 for version 3.0.
OpenXR doesn't define the 3D APIs, it is just device management, one can use it with whatever APIs one feels like it.
And then there is Hollywood switching to CUDA based render farms, like OTOY, because Vulkan Compute doesn't deliver what they need.
https://www.khronos.org/conformance/adopters/conformant-prod...
There's also a platform integration extension attributed to NVIDIA and Nintendo
https://www.khronos.org/registry/vulkan/specs/1.2-extensions...
Seems unlikely they would go to that trouble if Vulkan weren't actually exposed to developers
You can use vulkan on Mac and iOS using MoltenVK.
As a rendering engineer, I have lots of doubt that those vendors will move away from their proprietary APIs, they provide significant advantages, and from anecdotes from around the industry, I think this state is preferred by engineers in AAA development, which I think is where much of the forces in the industry come from.
[0] https://en.wikipedia.org/wiki/PlayStation_4_system_software
It is kind of DirectX 12 like, with a shading language similar to HLSL.
Also Switch is always referred as an example of Vulkan support, they also do OpenGL 4.6, but what really matters for native titles on the platform is NVN.