[HN Gopher] Stadia Is a Major Driver of Vulkan Adoption
       ___________________________________________________________________
        
       Stadia Is a Major Driver of Vulkan Adoption
        
       Author : fulafel
       Score  : 88 points
       Date   : 2022-10-01 12:55 UTC (10 hours ago)
        
 (HTM) web link (stadiadosage.com)
 (TXT) w3m dump (stadiadosage.com)
        
       | CodeArtisan wrote:
       | I would say that the major drivers was
       | 
       | AMD pushing Vulkan while their GPU are powering both the Xbox and
       | the PlayStation.
       | 
       | ID Software adding Vulkan support to DooM (2016), resulting in a
       | >30% FPS boost.
        
         | izacus wrote:
         | Neither of those consoles use Vulkan as their API and the AMD
         | GPU there is pretty much just an implementation detail.
         | 
         | Is this the same disinformation as people claiming that PS3
         | used OpenGL?
        
       | [deleted]
        
       | okpx wrote:
       | Will people refund their Stadia controllers?
        
       | lake_vincent wrote:
       | _was_ a major driver...
        
         | smt88 wrote:
         | The service will be around for a while, and Google plans to
         | sell it to other companies interested in streaming games. One
         | could imagine Nintendo pushing into streaming to compensate for
         | the weak Switch hardware.
        
           | thejammahimself wrote:
           | I think Nintendo already did something similar with games
           | like AC Odyssey (and probably others) though they never did
           | it in the western market to my recollection. However it might
           | be another company that operates the servers.
        
             | goosedragons wrote:
             | It's another company that operates the services and "ports"
             | games over. There is now several "Cloud" games available in
             | western markets for the Switch like the Kingdom Hearts
             | Collection, Guardians of the Galaxy and Hitman.
        
         | [deleted]
        
       | jrm4 wrote:
       | More than Steam / Proton / Steam Deck?
        
         | nazgulsenpai wrote:
         | Proton uses DXVK to translate DirectX calls to Vulkan. I don't
         | know if that counts as adoption, but its still the resultant
         | API of Windows games running in Proton.
        
         | ribit wrote:
         | I would almost view Proton as a risk factor for Vulkan as it
         | discourages the devs to use cross-platform approaches. Much
         | easier to write only for Windows and let Proton folks to figure
         | out the compatibility problems. This also results in Vulkan
         | losing initiative and being forced to closely follow DX. I'm a
         | bit worried that the way things are Vulkan is going to become
         | "that API libraries use to emulate DX12 on Linux"...
        
           | cma wrote:
           | Vulkan works on Windows too though, so you can still write
           | for Windows only, get support for both platforms through
           | proton, and use Vulkan.
           | 
           | And as a bonus you then work on Android if you do a bit of
           | porting work later on, which can now support desktop shading
           | models with Vulkan, while with a sufficiently old Direct X it
           | may only let you more easily target Windows Phone...
        
         | pjmlp wrote:
         | Yes, why bother when they emulate Windows APIs.
        
           | awill wrote:
           | Proton isn't perfect, and works much better on Windows Vulkan
           | games vs Windows DirectX. So even windows developers are
           | choosing vulkan just to ensure better compatibility.
        
             | pjmlp wrote:
             | Numbers? Still looking forward how long it will stay
             | relevant, specially with everyone and their dog releasing
             | portable PC and Android handhelds.
             | 
             | LG and Asus are arriving this year.
             | 
             | Then there is the whole Geoforce Now and XBox Cloud, where
             | those DirectX games can be streamed everywhere.
        
               | hedora wrote:
               | https://store.steampowered.com/hwsurvey/Steam-Hardware-
               | Softw...
               | 
               | (Edit: GeForce Now apparently runs fewer of my steam
               | games than Linux. Certain games detect and block it. Same
               | with android, but for different reasons.)
        
               | pjmlp wrote:
               | Where does it assert AAA game studios are replacing
               | DirectX with Vulkan?
        
               | BuckRogers wrote:
               | Your posts have always been so clear minded, and well-
               | informed. If there were a way to follow a user on HN, you
               | would be one of the few if not the only person on that
               | list for me. Every post I see from you, it's clear you're
               | informed on the market, you know how everything works,
               | and you are very rarely wrong. I just wanted to say that
               | in my opinion having used HN for many years, you're in
               | the top 1% of users for contributions. I think you would
               | be successful as some sort of IT and business analyst. Or
               | maybe a blog or YouTube channel commenting on industry
               | events.
        
             | hedora wrote:
             | Unless something drastic changed since Windows 8, Proton
             | DirectX also works better than Windows DirectX.
             | 
             | (At least on my collection of games ranging from the
             | mid-1990's to 2022.)
        
               | seba_dos1 wrote:
               | Nothing changed. I'm not much of a gamer, yet I have
               | encountered a couple of Windows games that don't run on
               | modern Windows very well but can be played flawlessly
               | under Wine myself.
        
               | EamonnMR wrote:
               | I've been running into this since the 00s.
        
               | pjmlp wrote:
               | Usually caused by clever programming tricks using
               | undocumented APIs.
        
       | an1sotropy wrote:
       | This is from July 2022.
       | 
       | Now that Stadia is shutting down [1], does that mean anything bad
       | for Vulkan, I'm curious?
       | 
       | [1] https://news.ycombinator.com/item?id=33022768
        
         | danielvaughn wrote:
         | I'm not super familiar with the space, but from what I know,
         | I'd say it would have almost no impact. The industry seems to
         | have been moving towards Vulkan for a while now. Stadia may
         | indeed have accelerated it, but the shutdown isn't going to
         | halt its progress. (IMO)
        
           | pjmlp wrote:
           | Other than Linux, specially Android, very few game developers
           | would bother with Vulkan per se.
           | 
           | PlayStation and XBox were never found of Khronos APIs (other
           | than GL ES 1.0 + Cg on the PS 1).
           | 
           | Nintendo had a GL subset on the Wii, and while Switch
           | supports GL 4.6 and Vulkan, those that want full control need
           | to use NVN.
           | 
           | Apple is going with Metal.
           | 
           | And if one intents to use Vulkan abstraction layers as a kind
           | of pseudo middleware, they are better of using classical
           | middleware anyway.
        
             | jonhohle wrote:
             | Is there an industry advantage to divesting from OpenGL and
             | splitting into a device specific APIs with hugely
             | overlapping features, yet I'm sure, an impedance mismatch?
             | Since most devs are targeting Unity or some other batteries
             | included game engine, does it just not matter anymore?
        
               | morelisp wrote:
               | The total impedance matches of all device specific
               | platforms you might target is often less than the
               | impedance mismatch of just OpenGL vs. the real world.
        
               | pjmlp wrote:
               | It never mattered outside FOSS circles, in the 8 and 16
               | bit days every platform was a special snowflake, so the
               | industry grew porting contractors, platform specialized
               | studios and middleware.
               | 
               | If you dive into something like Ogre3D, you will see that
               | actual 3D rendering API is a tiny slice of the whole
               | cake, let alone in something like Unreal.
        
             | Mikeb85 wrote:
             | No game developer is using raw Vulkan, Metal or DX12. these
             | APIs aren't the same level of abstraction as OpenGL...
             | 
             | Vulkan is AMD's Mantle open-sourced, it's far too low level
             | for devs to waste time with, it's a target for game engines
             | and renderers.
        
               | dagmx wrote:
               | I think both your sentences are incorrect.
               | 
               | Tons of AAA game developers make their own engine and
               | therefore work directly with the APIs while making an
               | abstraction layer for their higher level game developers.
               | 
               | Vulkan is also not just Mantle open sourced. It's a
               | significant deviation from the original Mantle API.
               | Mantle was a starting point but what emerged as Vulkan
               | was quite different.
        
               | Mikeb85 wrote:
               | > Tons of AAA game developers make their own engine
               | 
               | Recently a bunch switched to Unreal. Are there THAT many
               | that still maintain their own? Seems like it's just big
               | studios and less than a dozen. Even a massive company
               | like Square Enix is now using Unreal for many projects.
        
               | dagmx wrote:
               | Almost all Sony first party studios use custom engines,
               | even when they support PC. Most Nintendo first party
               | games are custom engines. The majority of Microsoft first
               | party games are custom engines.
               | 
               | Ubisoft use custom engines, EA use custom engines.
               | 
               | Call of Duty is a custom engine (derived from idTech)
               | 
               | If you go to the GDC YouTube channel (
               | https://youtube.com/c/Gdconf ) you can see the range of
               | game specific things that these studios are working on
               | that using an off the shelf engine is limiting
               | 
               | I also recommend looking at the presentations on
               | http://advances.realtimerendering.com/
        
               | sk0g wrote:
               | Ubisoft have about 5 engines themselves. When Microsoft
               | acquires Acti-Blizz, they'll have close to a dozen
               | engines under their umbrella as is, I think.
               | 
               | UE being picked up by a AAA studio is news, because
               | gamers associate UE with extreme fidelity graphics. A
               | studio using a proprietary engine is boring because it
               | won't matter one bit for 99% of people, and is modus
               | operandi, basically.
               | 
               | Edit: remembered SteamDB has a rough breakdown based on
               | manual rules, so a lot of engines aren't picked up, but
               | it's still interesting - https://steamdb.info/tech/
               | 
               | Proprietary engines tend to be more common on consoles I
               | think - Steam has a lower barrier to entry overall, so it
               | doesn't filter out the smaller projects as much (which
               | are more likely to use an off-the-shelf engine).
        
               | seba_dos1 wrote:
               | Not just AAA. It's certainly a minority, but custom
               | engines aren't _that_ uncommon even among indies. The
               | last game I finished was Return to Monkey Island released
               | two weeks ago, built on a custom engine with custom
               | Vulkan and DirectX 12 renderers (and I guess the macOS
               | version probably uses Metal).
        
               | cyber_kinetist wrote:
               | I'm curious why they went full-on Vulkan/DX12 instead of
               | just DX11. It's an adventure 2D game, the performance
               | requirements aren't that high, and DX11 still has the
               | most stable and performant drivers out of all the APIs.
        
               | Already__Taken wrote:
               | Possibly their next game is less refined so they learned
               | the dev stack on something that was less up for debate.
               | Now the know the dev stack to focus on content.
        
           | dagmx wrote:
           | The industry has most definitely not moved towards Vulkan.
           | It's still quite a small player in terms of market share of
           | games.
           | 
           | Most windows games still target DirectX or OpenGL instead of
           | Vulkan.
           | 
           | With how well Proton runs, there's even less incentive for
           | game devs to directly target Vulkan now.
        
             | danielvaughn wrote:
             | In terms of market share sure, though the
             | Vulkan/Metal/whatever approach is clearly the future, no?
             | AFAIK that isn't in question, it's just a matter of how
             | long it will take for mass adoption.
        
               | dagmx wrote:
               | Yea going towards low overhead APIs like Metal, Vulkan
               | and DX12 are definitely the way. DX12 has a very
               | significant market share lead and is what most game devs
               | on PC would target. Vulkan being a distant second and
               | Metal being an even more distant third.
        
           | flohofwoe wrote:
           | Vulkan is only really relevant if you also want to publish
           | your game on Linux or Android (targeting Linux is not as
           | laughable as it was a couple of years ago because of Steam
           | Deck - of course there's also Proton, so a native Linux port
           | isn't even needed in most cases).
           | 
           | Game consoles don't use Vulkan, Windows is better served with
           | DX12 if you also publish on Xbox, macOS has Metal but macOS
           | is also a fairly tiny market. All in all, Vulkan doesn't
           | actually matter all that much outside of Linux and Android.
        
             | EMM_386 wrote:
             | X-Plane notaby put in a major effort to move the entire
             | pipeline to Vulkan.
             | 
             | And that platform is used in professional aerospace.
        
             | xani_ wrote:
             | Steam Deck does.
        
             | steeleduncan wrote:
             | > Game consoles don't use Vulkan
             | 
             | The Switch does.
             | 
             | Windows may be better served with D3D12, but Vulkan is fine
             | for almost all cases. If you choose Vulkan rather than
             | D3D12 you also get Android, Switch, Steam Deck/Linux and if
             | you aren't too bothered about performance, iOS/macOS via
             | the MoltenVK translation layer.
             | 
             | PC+Mobile is a pretty massive chunk of the gaming market to
             | get with just one graphics backend.
        
         | tomComb wrote:
         | How can it not be bad for Vulkan?
        
       | ElfinTrousers wrote:
       | Am I missing something here, or is there a huge gap in the
       | author's logic?
       | 
       | As I understand it, the argument is like this:
       | 
       | * 407 games run Vulkan
       | 
       | * 270 of those games also support Stadia
       | 
       | * Therefore, direct quote here, "the entire gaming industry is
       | better off because of Stadia and their partners paving the way
       | here"
       | 
       | It's hard for me to believe that a writer who, to quote his own
       | bio, "is an HPC professional with a PhD in Physics from the
       | University of California, Berkeley" would make an argument that
       | correlation implies causation. On the other hand, I've looked
       | over this article a couple of times and that seems to be all the
       | argument there is.
       | 
       | Considering how many tenuously related keywords the author
       | stuffed into the article, I think a likely explanation is that
       | this blog commissioned the article as SEO bait; a writer who
       | doesn't know correlation from causation from their elbow and
       | isn't being paid enough to find out wrote the article,
       | concentrating mainly on keyword stuffing; the editor, who would
       | have known better than to make this argument, posted the article
       | after only the most cursory of readings, enough to satisfy
       | himself that there were no blatant misspellings or racial slurs.
       | 
       | It's not an interpretation that's flattering to the putative
       | author, but on the other hand, it also wouldn't be flattering to
       | think of him as a scientist with such a poor grasp of logic.
       | 
       | Moot point anyway, I suppose, since though we might argue about
       | how much Vulkan adoption Stadia was driving, I think we can all
       | agree on how much more it will drive.
        
         | intelVISA wrote:
         | A classic case of credentials over competence I think
        
           | ElfinTrousers wrote:
           | Eh, last I checked (and I admit it's been a while) a UCB
           | degree still means something in the hard sciences. It's a
           | school you might be able to fake your way through for a
           | little while, but not for the six years or so that undergrad
           | followed by a PhD program would take.
        
         | mattnewport wrote:
         | It seems to be a Stadia fan site so the reason for this article
         | existing is that they need to keep a steady stream of Stadia
         | news and puff pieces. They're just trying to come up with
         | positive things to say about Stadia, not trying to actually
         | come up with true insights about the broader industry.
        
           | ElfinTrousers wrote:
           | I see it the same way. My point is just that this one
           | particular puff piece contained an error, and that the nature
           | of this error and the background of the (putative) author
           | make it seem unlikely that he could have made that error. So
           | it seems to me that the most likely explanation is that the
           | "author" had this ghostwritten, and didn't read it over as
           | carefully as he might have before posting it.
        
       | phaedryx wrote:
       | I don't know if I agree with the conclusion. Are people choosing
       | Vulkan because of Stadia, or because they want to deploy to the
       | other platforms and Stadia is a nice bonus?
        
         | karaterobot wrote:
         | Yeah, he argues for causation using a correlation as evidence.
         | I'm not an industry expert, but I sure never got the sense that
         | developers relied on a Stadia release, or made it a main
         | priority. He may be right, I just don't buy the argument in
         | this article on its face.
        
           | rowanG077 wrote:
           | You don't have to assume companies rely on stadia primarily
           | to argue stadia is responsible for adoption. You just have to
           | argue stadia brings more to table then it costs to target
           | Vulkan. Which is orders of magnitude easier.
        
             | karaterobot wrote:
             | Granted, but the linked article doesn't do that either.
        
         | Someone wrote:
         | Possibly neither. We're missing data on games not using Vulkan.
         | As an simple example, let's say it turns out that
         | 
         | - out of 407 games running Vulkan natively, 270 run on Stadia
         | (from the article)
         | 
         | - out of 407 games not running Vulkan natively, also 270 run on
         | Stadia (numbers the article doesn't mention that I made up to
         | make a point)
         | 
         | Then, the two "runs Vulkan natively" and "runs on Stadia" are
         | 100% independent.
        
           | jchw wrote:
           | As far as I know, they're _definitely_ not independent,
           | because Stadia only runs Vulkan natively. That 's kind of the
           | point.
        
           | p_l wrote:
           | Some games use Vulkan only on Stadia, for example Cyberpunk
           | 2077 -- the Linux+Vulkan build was reportedly one of the most
           | stable at release day, but was available only on Stadia and
           | only because of Stadia, as main development target was
           | Windows with DirectX then ported over to consoles.
        
         | dagmx wrote:
         | Should be easy to verify against growth of Vulkan in the same
         | timeframe as stadia vs the growth of Linux in the same time
         | frame.
        
       | Mikeb85 wrote:
       | I think the biggest driver of Vulkan adoption is the fact that
       | since all the graphics APIs are so low level nowadays, everyone
       | is writing abstraction layers. Plus, Vulkan is a hedge against
       | all the proprietary APIs. Also, 2/3 major consoles are on AMD,
       | Vulkan was originally AMD Mantle, gonna guess there's some common
       | tools and functionality...
       | 
       | Anyhow, Vulkan will survive for the same reason as Linux; no one
       | truly trusts MS, Apple, Sony, etc...
        
         | Telemoto wrote:
         | The normal game developer is quite happy with DirectX if they
         | do not use an engine.
         | 
         | Engine is a totally different topic as they do have experts to
         | just support both in parallel.
         | 
         | And when you look how DirectX is the default for tons of games
         | on windows you wouldn't say what you said.
         | 
         | The DirectX sdk and documentation is also really good.
        
           | miohtama wrote:
           | Are there any benchmarks if any engine (Unity, Unreal?) is
           | faster on Vulkan?
        
             | smoldesu wrote:
             | There's a lot more nuance to the situation than that...
             | different GPUs will have different performance footprints
             | on Vulkan, and the actual ways these engines use Vulkan can
             | differ greatly.
             | 
             |  _Generally_ , Vulkan yields better performance than
             | directly-equivalent DirectX code. Even since the early days
             | of commercial Vulkan use (2016), the performance uplift has
             | been a notable upside. However, Vulkan code is generally
             | more difficult to write than DirectX (or even OpenGL and
             | Metal, AFAIK), which is part of the price you pay for
             | portability. High-level libraries were expected to paste
             | over these issues, but this infrastructure is still in it's
             | infancy. Ironically, one of the best uses for Vulkan right
             | now is acting as a sort of intermediate representation for
             | DirectX/Metal API calls.
        
         | ribit wrote:
         | Just a minor nitpick: Vulkan might have Mantle DNA but it
         | severely limited some of the original functionality (no
         | pointers in resource binding). Funnily enough the closest API
         | that matches what Mantle could do is Apples Metal.
        
         | [deleted]
        
         | pjmlp wrote:
         | Only one console supports Vulkan, the Switch.
         | 
         | Somehow there is this urban myth about Sony caring about
         | Khronos APIs, when they only did such a thing with the
         | Playstation 1, using GL ES 1.0 + Cg as alternative to their own
         | API, as the adoption was very low, they eventually dropped it.
         | 
         | Even on the Switch, if you want all the low level features, you
         | are better served using NVN.
        
           | capableweb wrote:
           | Steam Deck also supports Vulkan, asks developers to add
           | Vulkan support if it isn't already added, and if it isn't
           | enabled, will try to automatically shim it:
           | 
           | > Vulkan API: We recommend targeting Vulkan as your primary
           | graphics API for best performance and battery life. If you
           | use an engine like Unity or Unreal, enabling Vulkan in your
           | build for all users will result in the highest
           | performance/longevity. (Note: Proton includes a DirectX-to-
           | Vulkan translation layer. If your game or engine has high-
           | quality DirectX support but no Vulkan support, it's likely
           | that this automated translation layer will exceed the
           | performance of doing a custom Vulkan implementation.)
           | 
           | https://partner.steamgames.com/doc/steamdeck/recommendations
        
             | pjmlp wrote:
             | Why should I ask such a thing?
             | 
             | Programming with Vulkan is like asking everyone to be a
             | device driver developer and a GPU hardware engineer.
             | 
             | The recent webinar on profiles felt like a joke, manually
             | jungling JSON files to generate bindings for specific
             | profiles, meanwhile on proprietary 3D APIs that is a simple
             | set of API calls.
             | 
             | Khronos still doesn't get what is a productive SDK
             | development experience.
        
               | Mikeb85 wrote:
               | > Programming with Vulkan is like asking everyone to be a
               | device driver developer and a GPU hardware engineer.
               | 
               | Yes, that's the point. To use a programming language
               | analogy, OpenGL is C++ and Vulkan is LLVM.
        
               | tpxl wrote:
               | You don't need to program Vulkan, just whoever writes
               | your engine. If you need to write your own engine it's
               | fine if you don't use Vulkan, but Unreal Engine and Unity
               | have supported Vulkan for a long time.
        
           | spatulon wrote:
           | s/Playstation 1/Playstation 3/
        
             | pjmlp wrote:
             | Thanks for the correction, should have looked into my own
             | comments for that.
             | 
             | By the way here is one of the public sources on the matter,
             | 
             | http://sandstormgames.ca/blog/tag/libgcm/
        
           | duskwuff wrote:
           | > they only did such a thing with the Playstation 1, using GL
           | ES 1.0 + Cg as alternative to their own API
           | 
           | That doesn't add up. The PlayStation came out in 1994, and
           | was followed up by the Playstation 2 in 2000. OpenGL ES 1.0
           | wasn't released until 2003.
        
         | dagmx wrote:
         | Again, your understanding of how Mantle evolved into Vulkan is
         | incorrect as is your understanding of which consoles support
         | Vulkan and how much the graphics APIs for both those consoles
         | differ from Vulkan.
         | 
         | Consoles are far from a driving factor for Vulkan other than
         | the need for these engines to abstract anyway.
        
       | Synaesthesia wrote:
       | I'm surprised more PC/Console AAA games aren't being
       | written/ported for iPads and M1 Mac's since they have really good
       | CPUs, GPUs and fast storage. Why is that? Is it because of
       | Apple's insistence on Metal?
       | 
       | The mobile games market has exploded hugely, there's definitely a
       | big market there.
        
         | wilde wrote:
         | Combo of Apple's insistence on Metal and biz model mismatch.
         | You can either make gambling for children or have apple throw
         | pity money at you. No one is buying $70 apps.
        
         | notatoad wrote:
         | i think it's probably because the people who tend to play AAA
         | PC or Console games already have a PC or console. Could
         | developers really make more money, or would it just be people
         | who already bought the game for PC on steam downloading an
         | additional version for free?
         | 
         | the mobile game market has exploded, but AAA games are a
         | different dynamic and a different audience to the casual games
         | popular in the mobile market.
         | 
         | and for iPad specifically, apple's 30% cut probably factors
         | into the decision in a big way.
        
           | vageli wrote:
           | > i think it's probably because the people who tend to play
           | AAA PC or Console games already have a PC or console. Could
           | developers really make more money, or would it just be people
           | who already bought the game for PC on steam downloading an
           | additional version for free?
           | 
           | Which services give you the game on any platform? In my
           | experience, you have to buy the game on each platform (and
           | for some games, I have purchased them on multiple platforms
           | because they were that good).
        
             | smoldesu wrote:
             | > Which services give you the game on any platform?
             | 
             | The Microsoft Store generally will, ironically. Buying a
             | game on Xbox will often net you the PC version as well (so
             | long as you get it from the Microsoft Store). I think Sony
             | tried a similar thing with the Vita a while ago, but I'm
             | presuming that was a failure.
        
             | goosedragons wrote:
             | Steam? I guess you could say Steam is the platform but in
             | the past Mac was a seperate platform and except for a
             | handful of exceptions like Blizzard games usually required
             | a seperate purchase. These days buying on Steam gets you
             | the Windows/Mac/Linux versions if available. GOG is similar
             | too. But buying off the Mac app store just gets you the Mac
             | version (why does anyone buy off there ever?).
             | 
             | Sony has also done some crossbuy stuff in the past. Their
             | PS1 classics used to be generally PS3/PSP/Vita compatible
             | and some titles were cross PS3/Vita/PS4 like Spelunky or
             | PlayStation All Stars Battle Royale. Microsoft has done
             | some cross Xbox/PC stuff too although you have to buy from
             | their store.
        
         | izacus wrote:
         | How many games on AppStore can you see costing 69.99$ and how
         | many people would pay that?
         | 
         | The only mobile platform with any adoption is Switch where the
         | audience is used to paying much more for games than on
         | PC/Consoles (equivalent games tend to be even up to twice the
         | price there after awhile).
         | 
         | The other, potential mobile competitor, is Steam Deck which
         | shares prices and game library with its desktop counterpart.
        
         | filoleg wrote:
         | The game studio making Resident Evil series has announced just
         | a week or two ago during their big presentation a native M1
         | port of Resident Evil VIII (the most recent one), among many
         | other things. And not only that, they actually talked about it
         | quite a bit in detail, and even showed some actual footage.
         | 
         | Overall I agree with you though, this is literally just a
         | single datapoint, and I cannot think of another one. But that
         | seems like a solid start, especially since it is a legitimate
         | AAA game, and they are doing it a year after the (very
         | successful sales-wise) release. So they clearly are doing it
         | for reasons other than just boosting up the initial sales by
         | promising the moon. Looks like they genuinely believe they
         | might make enough money with that M1 port.
        
           | smoldesu wrote:
           | We saw the same thing happen with Eidos and Tomb Raider, but
           | that didn't exactly usher in a new era of MacOS gaming. Time
           | will tell how successful Macs are for gaming, but I don't
           | think the critical issue (the limitations of the software
           | layer) has been fixed.
        
         | MBCook wrote:
         | Gaming on iOS is practically dead. No one wants to pay
         | anything, so about all that gets made is freemium junk full of
         | ads and IAPs. The glory days of amazing iPhone games is gone.
         | 
         | Apple Arcade is helping, but it's never going to turn the tide.
         | It's a last bastion with a few games.
         | 
         | Port a recent game, sell it for $10, watch nothing happen.
         | There are a few great ports out there (I just replayed SotN)
         | but I doubt they make their cost back.
         | 
         | Consumable IAPs ruined everything.
        
           | julienfr112 wrote:
           | Why is that ? I though people on iOS spend a lot more on apps
           | than on Android ?
        
             | bhaak wrote:
             | Games are not apps. At least not for your average user.
             | 
             | And then you still can only charge a single digit (or at
             | most a low 2 digits) amount of dollars.
             | 
             | There's no way you can charge as much as AAA titles with
             | iOS games.
        
               | MBCook wrote:
               | Don't be so sure. Candy Crush, Clash of Clans, and many
               | others have thought in tons of money.
               | 
               | More than AAA? I'm not sure.
               | 
               | But Candy Crush didn't cost what Horizon Zero Dawn or God
               | of War did either. Not even close. And the game prints
               | money year after year in a way most AAA games don't.
               | 
               | Unless they IAPs too like GTA Online.
        
               | bhaak wrote:
               | That's the 1% of the 1%. There is only a handful of games
               | that earn even remotely that much.
        
             | connicpu wrote:
             | It's generally through IAPs in freemium games, people have
             | just become far more resistant to pay-up-front apps. I
             | think a large part is not allowing you to try before you
             | buy, people are afraid of getting burned. Even though
             | freemium games are often horrible after a while of playing
             | (unless you're willing to dump hundreds of dollars into
             | them), the initial experience usually feels pretty fun and
             | you feel good that you got it without having to spend any
             | money to get to that point.
        
           | dagmx wrote:
           | > Gaming on iOS is practically dead
           | 
           | Uh no it isn't. People who make that claim only think about
           | AAA titles and high profile indies.
           | 
           | If you consider the entire gaming landscape, Apple earns more
           | from gaming than most companies that actually operate in the
           | gaming space.
           | 
           | https://appleinsider.com/articles/22/05/31/apple-earner-
           | the-...
        
             | MBCook wrote:
             | They earn a metric ton from IAPs, which is almost all
             | consumable Smurfberries and such.
             | 
             | I'm not saying there are no games. Games could easily be
             | the biggest section of the App Store. I'm saying there are
             | no *good* games, only those designed to force you to make
             | IAPs.
             | 
             |  _Stand alone_ titles that cost a few bucks (immediately or
             | as a one time unlock) are basically dead compared to the
             | era before IAPs existed.
        
               | dagmx wrote:
               | I think conflating that as a metric of games being good
               | is both erroneous and highly subjective.
               | 
               | There are some very highly regarded mobile games that do
               | quite well.
        
         | smoldesu wrote:
         | The hardware is great for developing games, but the software
         | experience is so cumbersome that it makes sense why game devs
         | don't port to Apple Silicon:
         | 
         | - You need to port to ARM (not that bad, but now you're
         | debugging two versions and increasing your dependency graph)
         | 
         | - You need to distribute on MacOS/iPad (not insurmountable, but
         | kowtowing to Apple's ever-changing demands is a different game
         | than jumping through Sony/Nintendo's hoops)
         | 
         | - You need to port to Metal (pretty hard, requires Mac-specific
         | developers and a separate dev branch)
         | 
         | Of course, there are still devs who spend the extra time to
         | make Mac-native games (Factorio and Rimworld), but compared to
         | targeting Linux/Windows the effort doesn't make sense. For
         | Apple to make their platform an attractive gaming platform,
         | they can either a. Allow sideloading < or > b. Welcome third-
         | party graphics APIs to Apple Silicon. Unless they sweeten the
         | deal though, I doubt we'll see many AAA ports in the future.
        
           | Doches wrote:
           | > Mac-native games (Factorio and Rimworld)
           | 
           | Rimworld is actually built in Unity, but without using most
           | of Unity's conveniences; I think it just uses it as a sort of
           | platform-independent shim: launch an empty scene and then do
           | everything with userspace render calls rather than Unity's
           | GameObjects. It's certainly not a /typical/ Unity game, but
           | nor is it in any way Mac-native.
           | 
           | Not that that detracts from your point, really.
        
             | Jap2-0 wrote:
             | And I think Factorio uses OpenGL (which is cross-platform
             | but deprecated on MacOS) and doesn't distribute via the app
             | store, and is only distributed as x86-64[0], bypassing most
             | of all three of GP's points.
             | 
             | [0] It was recently announced for Switch, but from what
             | I've heard there aren't plans to release it for ARM on
             | other platforms in the immediate future.
        
         | steeleduncan wrote:
         | > they have really good CPUs, GPUs
         | 
         | The GPUs on macOS and iOS are incredible for mobile processors,
         | especially in terms of power efficiency, but they don't compete
         | with the GPUs in gaming PCs or current generation consoles.
        
         | baby wrote:
         | It's insane to me that after all these years apple is still
         | somewhat ignoring the gaming market. I basically haven't played
         | any pc games in like 6y due to that. Thanks god there's the
         | steamdeck now
        
           | georgeecollins wrote:
           | It's a strategy that served them well early in the life of
           | the company. In the 80's both Atari and Amiga made better
           | price / performance computers than the Apple II. Yeah the Mac
           | was great but it wasn't paying the bills at that point. They
           | positioned themselves as the "serious" company for business
           | and especially in that segment education.
           | 
           | I am saying this as someone who has made games for the
           | Macintosh in the 90's and iPhone in 10's. Apple avoids
           | pandering to gamers to make sure they seem adult and serious.
        
       | fulafel wrote:
       | > If you look at the list of games (https://www.vulkan.org/made-
       | with-vulkan) that use Vulkan natively, as presented by the the
       | Vulkan team itself, 270 of the of the 407 listed games run on
       | Stadia! That is significantly more than half (though it is a
       | little unclear how complete this list is).
        
         | [deleted]
        
         | tekchip wrote:
         | Looks to me like you have it backwards. Many (most?) of those
         | games predate Stadia. Seems Stadia/Google selected Vulkan for
         | best compatibility with pre-existing games.
        
         | smoldesu wrote:
         | FWIW, there are hundreds (thousands?) of DirectX games that
         | _also_ run on Stadia hardware, but won 't because of licensing
         | concerns. Google doesn't want to license DirectX through a copy
         | of Windows, and I'm guessing that using DXVK would be
         | considered "flying too close to the sun".
        
       | Animats wrote:
       | In Rust land, the Rend3/WGPU stack is able to target Vulkan and
       | Metal, pretty much invisibly to the application. Also Android and
       | WebGL, although not as seamlessly, because the threading model is
       | different in those worlds. It's supposed to also support DirectX
       | on Windows, but since Windows supports Vulkan, why bother? I have
       | the same code running on Windows and Linux with no conditional
       | compilation in my code.
       | 
       | The Bevy game engine reportedly runs happily on all those
       | platforms.
       | 
       | In C++ land, Godot has similar portability. So do UE5 and Unity.
       | 
       | If it wasn't for Apple shooting themselves in the foot with
       | Metal, we'd all be on Vulkan now, without these portability
       | layers.
        
         | lights0123 wrote:
         | Does Android not support standard Vulkan as well?
        
           | Animats wrote:
           | Android does support Vulkan. Although I don't think you can
           | do graphics from outside the main thread, which is a major
           | feature of Vulkan. A key idea in Vulkan is that the main
           | thread is just doing refreshes, while other threads are
           | changing what's in the GPU. This allows keeping the frame
           | rate up even when the scene is changing.
           | 
           | (We've had a split on concurrency. Web devs think in terms of
           | callbacks and async, but not real multiple threads running on
           | multiple CPUs with explicit locking. Game devs doing high
           | performance games think in terms of multiple CPUs and the GPU
           | all working in parallel, pumping huge amounts of graphics
           | content. WASM and Android follow the web model. There's kind
           | of a hack involving multiple processes with some shared
           | memory, but it's not general purpose threading.)
        
         | Veliladon wrote:
         | I know everyone likes to hate on Apple for doing their own
         | thing (and often rightfully so) but Metal predates Vulkan by 18
         | months. They needed to do it themselves because something like
         | Vulkan/DX12 didn't exist to adapt and the alternative was
         | OpenGL ES.
        
         | Already__Taken wrote:
         | No RPi vulkan I believe for the embeddable world.
        
           | Animats wrote:
           | Right now, someone is trying to get my ui-mock cross platform
           | test running on a Raspberry Pi. Current problem involves glib
           | 2.0 not available on some version of LUbuntu.
        
         | dagmx wrote:
         | I call bullshit. Most games that aren't on Apple platforms
         | don't target Vulkan but DX12 instead.
         | 
         | Plus you'd still have different graphics backends needed for
         | the consoles.
        
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