Seems like a good time to mention that LunarG’s Vulkan-on-Metal wrapper reached Vulkan 1.4 conformance recently.
https://www.lunarg.com/the-state-of-vulkan-on-apple-oct-2026...
Now we need Mesa’s OpenGL-on-Vulkan to be production-ready when running on KosmicKrisp
I can't imagine what the nested layers of emulation would do to performance. Lol
The hits would come from format transformations. When the math gets to the metal, there is little difference.
I think it has the potential to be pretty good, especially on modern hardware. If using DXVK or VKD3D is any indication, I think the performance losses can be minimized. Plus, I've used Zink before on Mesa's RADV Vulkan driver, and it's pretty good.
But why? Why do we need a thousand layers of emulation?