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95% of the time Vulcan exposes much more low level detail than Metal. A good example is that Vulkan requires you manually lay out buffers/textures in GPU memory, while Metal only lets you bin them into heaps. Vulkan also requires much more manual synchronization. Vulkan also exposes a lot of features (conventional tesselation shaders, geometry shaders) that Metal lacks.

Metal’s main advantage is that it lets you adopt more manual management incrementally (you can basically use it as a DX11 analogue if you’re not interested in low level performance gains). Vulkan is definitely intended primarily for engine developers, not for one-off games.



You are correct about Vulkan being higher level API than Metal in general but there are still Apple-specific functionality in Metal. For example when they released A11 Metal was augmented with a new shading stage intended to match HWs tiled rendering.




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