And the world would have been a better place. All we needed in OpenGL 5 was a thread-safe API with encapsulated state and more work on AZDO and DSA. Now, everyone has to be a driver developer. And new extensions are released one-by-one to make Vulkan just a little more like what OpenGL 5 should have been in the first place. Maybe in 10 more years we'll get there.
The problem is making gaming on GNU/Linux profitable, Vulkan will not fix that, while Proton is not a solution that will work out long term.
> In a 6–2 majority, the Court ruled that Google's use of the Java APIs was within the bounds of fair use, reversing the Federal Circuit Appeals Court ruling and remanding the case for further hearing.
https://en.wikipedia.org/wiki/Google_LLC_v._Oracle_America,_...
> Linux Beats Mac Dramatically In Humble Bundle Total Payments
https://web.archive.org/web/20150415180723/http://www.thepow...
> Linux users pay 3x that of Windows users for Humble Indie Bundle 3
https://web.archive.org/web/20111130182955/https://www.geek....
Old links precisely because it happened before or soon after Steam came to Linux.
Because apparently Linux folks haven't learnt the OS/2 lesson.
Just see the shading mess as well, with GLSL lagging behind, most devs using HLSL due to its market share, and now Slang, which again was contributed by NVidia.
Also the day LunarG loses out their Vulkan sponsorship, the SDK is gone.
Imagine a OpenGL which takes inspiration from D3D11 and dares to be even more user-friendly and intuitive. Instead, we got Vulkan, yay.
The main problem with Vulkan is that Apple decided to go with its own Metal API, completely fracturing the graphics space.