I just don't see personally sense to focus on it longer than just 1mo of intro, tutorial, get through simple example, show limitations, carry on to Vulkan/WGPU with background story that there is also DX12 and Metal that follow similar principles.
I just don't see personally sense to focus on it longer than just 1mo of intro, tutorial, get through simple example, show limitations, carry on to Vulkan/WGPU with background story that there is also DX12 and Metal that follow similar principles.
Except that's a minefield all of its own. DirectX 12 is its own special beast that is unlike the others. Vulkan is already mired in 3 revisions of architecture changes. WGPU is based on the (outdated) first cut of Vulkan, not the current model. Of all of these, only Metal has a reasonable on-ramp for newcomers to 3D graphics.
> Of all of these, only Metal has a reasonable on-ramp for newcomers to 3D graphics.
...unless you start with Metal 4, which is bringing in a lot of Vulkan/D3D12 concepts (for better or worse, it's definitely not great for 'convenience' but may help with porting Vulkan or D3D12 code over).
Ah, and DirectX on XBox is not the same as on Windows.
so Metal yes, if somebody wants to be Apple focused. but in the academic world I don't believe that's the case either...
Only the FOSS community is so hard focused on Khronos APIs.
I've shipped a desktop OpenGL 3.3+ game sharing the same graphics code on Windows, Linux, macOS and Nintendo Switch. For example, worked just fine.
No translation layer overhead.
A lucky scenario where you have not faced drivers issues, or extensions, that required multiple code paths.
Wondering if a ton of people are just repeating things they heard around instead of trying it themselves. Because OpenGL + SDL in 2026 is not 2011 OpenGL, and seems to work portably across the NVIDIA, AMD, Intel, Mesa, Apple drivers and more vendors I've tried first-hand.
Nothing lucky about write-once-run-everywhere, I literally did it and it works solidly. I also work with NDA'd APIs, wrote and profiled a production GL/Gnm/D3D12.x renderer for a client's custom engine on my own and know the tradeoffs very well.
So yeah, OpenGL (or even Vulkan) is perfectly okay for Windows + Linux + macOS + Nintendo Switch + Nintendo Switch 2 (yeah, surprise, turns out some of the most popular consoles ever are officially conformant to run and endorse Khronos APIs) in 2026.
You do need Direct3D 12.x for GDKX and so on, so that's why it gets implemented by engines, even if they don't tell you why. :)
[1] https://khronos.org/conformance/adopters/conformant-products...
[2] https://khronos.org/conformance/adopters/conformant-products...