so Metal yes, if somebody wants to be Apple focused. but in the academic world I don't believe that's the case either...
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...