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If you think changing to Vulkan 1.4 solves all the problems, you clearly aren't writing cross platform code.

First of all, that isn't even a thing if you need to target Android, or embedded hardware, secondly there are other extensions on the horizon.

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The vast majority of vulkan usecases aren't android or embedded. I indeed wouldn't recommend it there.
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Without Android and embedded, its market is mostly SteamaDeck and some universities for the most part.

Nintendo, PlayStation, Apple and Microsoft have their own APIs.

Visualisation industry is still largely on OpenGL, when not using middleware that uses each platform proprietary API, or moving into compute like CUDA as OTOY has done.

Khronos had to come up with ANARI, to convince them to even think about Vulkan in first place.

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Moving the goalposts much? Linux and Microsoft is still a huge market. Ii don't know about the switch 2 but the switch 1 had vulkan support. Apple as well if you count moltenvk
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Not at all, I mentioned where Vulkan actually has a market, and why using Vulkan 1.4 is not the solution you think it is.

There is hardly any commercial Vulkan market on Windows, with exception of tools like Autodesk VRED or Disney Hyperion, hardly every man tools and the reason one might use desktop Linux for 3D rendering instead, with proprietary drivers anyway. As a user, not developer.

List of commercial games on Windows using Vulkan, without having a DirectX 12 backend as option is pretty thin.

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