OpenGL is quite dated for VR/AR. In the Apple ecosystem they supported OpenGL 4.1 for quite some time before moving to Metal, which was announced 2 years before Vulkan.
If you spent the time developing an in house graphics API since open standards weren’t moving forward, why would you rewrite everything a second time just a few years later? Shouldn’t you expect to get a decade or two out of your existing API and only do the massive rewrite when the benefits become more substantial?
Vulkan & OpenGL applications can translate to Metal with MoltenGL and MoltenVK, respectively.
If you spent the time developing an in house graphics API since open standards weren’t moving forward, why would you rewrite everything a second time just a few years later? Shouldn’t you expect to get a decade or two out of your existing API and only do the massive rewrite when the benefits become more substantial?
Vulkan & OpenGL applications can translate to Metal with MoltenGL and MoltenVK, respectively.