> No different than DX12/Metal. these new APIs were made because driver writers need more power. But that means the usage will be niche, either for top companies who can throw money to find driver writers or hobbyists who invest in the future (or become headhunted by said top companies).
The BIG difference is that DX12, Metal, LibGNM(X) and NVN come with productive SDKs, documentation, IDE tooling, frameworks, in a big support package.
> To be fair, OpenGL was never the main API for Xbox/Apple/Windows to begin with. And it's been several generations since Playstation/Switch really endorsed OpenGL. I wasn't expecting Vulkan to change that overnight.
OpenGL was definilty the main API on Apple platforms after OS X was introduced with its NeXTSTEP roots, and if it wasn't for Apple endorsing GL ES on the iPhone, no one would have cared.
Symbian did support it, but it wasn't until Asphalt on N95, that it mattered, given that it was doing software rendering on most devices.
> That said, Nintendo does seem to welcome Vulkan more warmly than Sony has. So that's one more major player.
While the Switch supports GL 4.6 and Vulkan, it is NVN, what most studios actually use.