> Besides, real Vulkan isn’t everywhere. More specifically, there are no drivers for Intel Haswell/Broadwell iGPUs on Windows, it’s forbidden on Windows UWP (including ARM), it’s below 50% on Android, and totally absent on macOS and iOS. Vulkan Portability aims to solve it, but it’s another fairly complex layer for your application, especially considering the shader translation logic of SPIRV-Cross, and it’s still a WIP.

Wow. Has Vulkan failed as a standard then? I'm interested in this area but came away from the article feeling extremely confused about what the future of portable graphics programming looks like.

I know despite the hopes for WebGPU there's NWIH I will invest time learning it while everything is so up in the air.

OpenGL is great despite its warts, I've had a lot of fun programming with it over all the years.

There's no Vulkan on MacOS/iOS (though there may be some 3rd party library that will translate to Metal).

MoltenVK is the most prominent Vulkan to Metal translation library. Technically, it's a 1st party library, since it's the core of the Khronos Group's Vulkan SDK on mac/iOS.

https://github.com/KhronosGroup/MoltenVK