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It doesn't contradict what I said above. Supporting multiple APIs is a burden, whether it falls on those who write their own engines, or those who write those engines for others to use. You can view it as a tax which increases costs and reduces efficiency. The point of lock-in is exactly such tax, which will deter some from using anything else, or at the very least make it more expensive for those who will use something else. This tax is passed to the end user either way, in the form of slower progress, higher prices, unavailability on other platforms and so on.



i would argue that having only one universal graphics api would hurt innovation and progress, so it's not perfect either. MS is not even the worst anyway, Apple is even forcing Vulkan do use Metal under the hood.


> i would argue that having only one universal graphics api would hurt innovation and progress, so it's not perfect either.

In general, you could argue that more competition helps progress, yes. But it's not even the case here, since walled gardens (Xbox, PS, iOS, etc.) prevent competing APIs like Vulkan from being used on them. I.e. they don't compete on merit (which could boost progress), they are anti-competitive. So they only slow down progress in this case.




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