Originally Posted by AndroidVageta
Something I'd like to know here are what the differences are. Besides DX12 being Windows specific what would an API like "Vulcan" bring to the table that DX12 either doesn't do or can't do? What's the competitive point? Why would I, as a game developer, want to use Vulcan over DX12?
Windows Vista?, 7, 8, 8.1, 10 support.
Android, Linux, Mac? support.
Mantle - currently restricted to AMD cards
DX12 - restricted to Windows 10
Metal - currently restricted to certain Apple mobile devices
Why choose DX12 or Mantle when glNext can work on more platforms and vendors?
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