That is, in fact, precisely the wrong advice.
Vulkan runs on Windows, Linux, and OS X (via MoltenVk). Nothing else does.
OS X runs OpenGL 3.Ancient and has now dropped OpenGL. OpenGL drivers for Linux tend to be laughably worse than the Vulkan drivers.
All of the major gaming companies have basically said "We have no OpenGL jobs. We have a ton of unfilled Vulkan jobs."
If you aren't using DirectWhatever, Vulkan is going to be the only useful 3D API very shortly.
Note that most of the newer OpenGL features are largely about sending stuff faster to the GPU, not enabling new GPU features - you can do a lot of stuff with OpenGL 4.1. IMO if you are struggling for CPU performance with OpenGL then you might be better moving to Vulkan. But if this isn't your bottleneck then there isn't a reason to not stick with OpenGL.
If OpenGL drivers on Linux are "laughably worse" (though in practice i haven't much of a difference) then the solution is to improve those drivers. It'll be better for all the thousands of existing applications too.
You are correct. I misspoke. I meant to say 4.Ancient since 4.1 is 10 years old now.
> Note that most of the newer OpenGL features are largely about sending stuff faster to the GPU, not enabling new GPU features
For shaders, I certainly find that not true. There are a lot of shader features that got added over 10 years.
And, I believe things even as important as Uniform Buffer Objects are later than 4.1.
OpenGL 4.1 just ... isn't good in this day and age.
> If OpenGL drivers on Linux are "laughably worse" (though in practice i haven't much of a difference) then the solution is to improve those drivers.
I totally disagree. There simply aren't enough people in the Linux ecosystem to maintain those drivers and Vulkan drivers. I'd rather those developers all work on the newer and better API.
ICD OpenGL drivers are also not supported on Windows ARM variants.
Microsoft is driving the effort of OpenGL and related technology on top of DirectX instead.
https://devblogs.microsoft.com/directx/in-the-works-opencl-a...
Also so far there is no Vulkan on PlayStation, and while Switch does support Vulkan/OpenGL 4.5, most titles are either using middleware like Unity (ca 50% of Switch titles) or NVN.
Hell, even though Khronos tried to do exactly that with the core/compatibility schism, pretty much all existing implementations decided breaking people's code is a stupid move and mostly ignored it (Apple being an exception but Apple hates developers[0] and their OpenGL implementation was always awful - even then, Apple's implementation is still an implementation of a stable API).
In practice it means that your currently working code will remain working in the future and there are good chances that you'll be able to port it in other places with either official or unofficial implementations.
[0] OK, OK, i know, Apple doesn't "hate" developers, they just do not care about them at all and they'd happily break things like a hippo dancing in a glassware shop if they believe that would make their own developers feel better.
Ah yes, D3D, well known for its broad cross platform support! In all seriousness, would a Linux D3D driver even be legal? I have to assume that major legal or technical barriers exist, otherwise why wouldn't a GPU vendor have developed one at some point?
But these days that's mostly superseded by DXVK (which implements D3D9 through 11 over Vulkan, kind of like Zink in the OP) and VKD3D (D3D12 over Vulkan).
If anything the graphics API war is still going on.
And even there one can choose GL 4.5 and NVN as well.
Most native titles end up going with NVN.