PRESS RELEASE
MoltenVK brings Vulkan to iOS and macOS
Toronto,
Jul 22, 2016: The Brenwill Workshop Ltd. announced that they will
launch MoltenVK, an implementation of the Vulkan graphics API that runs
on iOS and macOS, on Wednesday, July 27th, 2016, during the SIGGRAPH
conference in Anaheim, California.
The Brenwill Workshop will also discuss and demonstrate MoltenVK at the Khronos Vulkan Birds of a Feather session at SIGGRAPH.
MoltenVK
is an implementation of the Vulkan graphics API that runs on Apple's
Metal graphics framework on iOS and macOS. In doing so, it extends the
cross-platform availability of Vulkan to the iOS and macOS platforms.
With
MoltenVK, game developers get the performance benefits and added
debugging and performance tuning capabilities of the Metal framework on
iOS and macOS, while maintaining compliance with Vulkan, the
next-generation, open, cross-platform, industry-standard graphics API.
"Vulkan
is the graphics industry's new open standard for predictable,
high-performance graphics, and MoltenVK extends the cross-platform reach
of Vulkan to the iOS and macOS platforms", said Bill Hollings,
President of The Brenwill Workshop Ltd., the creators of MoltenVK.
More information about MoltenVK can be found at
https://moltengl.com/moltenvk
Comments
I'm not sure why Apple chose not to support Vulkan and went with Metal instead. I'll have to do a little looking around to see if I can find out some info on that. Regardless, I think it's a pretty significant hit to adoption, or at the very least complicates platform support rather than optimizing it.
traveller, interloper, anomaly, iteration
It binds developers closer to the Apple platform if they choose to use it
They can tailor it very closely to the hardware (which they also design for iOS devices)
Apple had Metal out and available to developers before Vulkan was available, by almost 2 years
Apple has total control over the API specification, the software binaries, and to some degree, even the hardware for Metal. This is in contrast to Vulkan: Khronos just comes up with the specification, the GPU/driver developer has to create the binary (libraries/drivers/etc), the OS developer has to provide the hooks, there can be any extremely large number of combinations of different hardware installed from pretty large number of vendors, and the application developer has to put it all together.
There isn't any one or any thing saying that Apple is flat out refusing to support Vulkan, they may very well go back and add in Vulkan support to their GPU drivers one day (they are on the board of directors for Khronos after all). But right now, Metal has more benefits than Vulkan does, strictly speaking for Apple devices.
Apple is extremely slow when it comes to updating their GPU drivers (they develop their own graphics drivers in house). They are still several revisions behind on just plain OpenGL support, and have been for... pretty much ever. Their focus is not making games faster, it's making sure their platform experience is consistent and reliable.