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59nadir an hour ago

> To the point where I recommend people who are dabbling in GPU work grab a Mac (Apple Silicon often required) since it's such a better learning and experimentation environment.

I don't know, buying a ridiculously overpriced computer with the least relevant OS on it just to debug graphics code written in an API not usable anywhere else doesn't seem like a good idea to me.

For anyone who seriously does want to get into this stuff, just go with Windows (or Linux if you're tired of what Microsoft is turning Windows into, you can still write Win32 applications and just use VK for your rendering, or even DX12 but have it be translated, but then you have to debug VK code while using DX12), learn DX12 or Vulkan, use RenderDoc to help you out. It's not nearly as difficult as people make it seem.

If you've got time you can learn OpenGL (4.6) with DSA to get a bit of perspective why people might feel the lower-level APIs are tedious, but if you just want to get into graphics programming just learn DX12/VK and move on. It's a lower-level endeavor and that'll help you out in the long run anyway since you've got more control, better validation, and the drivers have less of a say in how things happen (trust me, you don't want the driver vendors to decide how things happen, especially Intel).

P.S.: I like Metal as an API; I think it's the closest any modern API got to OpenGL while still being acceptable in other ways (I think it has pretty meh API validation, though). The problem is really that they never exported the API so it's useless on the actual relevant platforms for games and real interactive graphics experiences.