Game consoles don't use Vulkan, Windows is better served with DX12 if you also publish on Xbox, macOS has Metal but macOS is also a fairly tiny market. All in all, Vulkan doesn't actually matter all that much outside of Linux and Android.
People buy it to use like console
- Xbox is basically using Windows Core + the xbox shell and runs the games in virtual machines.
- The PS4/5 use FreeBSD with their shell and libraries on top.
- The Steam Desk ships Linux and a shell on top of it (Steam Big Picture + Proton).
modern consoles are just PCs using PC OSs with custom UIs that fit the control scheme.
The only one that I could think of that's heavily modified is the Switch.
However, since the release of those 2, seems like Microsoft and Sony use an off the shelf OS + their Shell and APIs (graphics, networking, matchmaking ...etc), which makes sense, especially for Microsoft, as they already develop a very capable x86 kernel, so why not use it.
Afaik, with the introduction of the Xbox one, they used the Windows 8 Core as part of their "One OS" strategy to unify all of their devices on the same platform/OS (eg. consoles, mobile, AR/RV, PCs ...etc).
The current version of the Xbox OS is based on Windows 11 [0].
Ofc, it's not exactly the same as Windows, but, it's largely based on it, at least as far as we know.
[0]: https://en.wikipedia.org/wiki/Xbox_system_software
EDIT: Added the wikipedia link. It's the only source I could access from my work's network, but it show's the OS progression since the the first generation Xbox
And that platform is used in professional aerospace.
The Switch does.
Windows may be better served with D3D12, but Vulkan is fine for almost all cases. If you choose Vulkan rather than D3D12 you also get Android, Switch, Steam Deck/Linux and if you aren't too bothered about performance, iOS/macOS via the MoltenVK translation layer.
PC+Mobile is a pretty massive chunk of the gaming market to get with just one graphics backend.
Steam Deck/Linux emulates DirectX and Windows, no need to bother with anything Linux native.
On Switch there is support for OpenGL 4.6, Vulkan and NVN, and just like on PC, if you want the full deal, NVN is the way to go.
PlayStation and XBox were never found of Khronos APIs (other than GL ES 1.0 + Cg on the PS 1).
Nintendo had a GL subset on the Wii, and while Switch supports GL 4.6 and Vulkan, those that want full control need to use NVN.
Apple is going with Metal.
And if one intents to use Vulkan abstraction layers as a kind of pseudo middleware, they are better of using classical middleware anyway.
If you dive into something like Ogre3D, you will see that actual 3D rendering API is a tiny slice of the whole cake, let alone in something like Unreal.
Vulkan is AMD's Mantle open-sourced, it's far too low level for devs to waste time with, it's a target for game engines and renderers.
Tons of AAA game developers make their own engine and therefore work directly with the APIs while making an abstraction layer for their higher level game developers.
Vulkan is also not just Mantle open sourced. It’s a significant deviation from the original Mantle API. Mantle was a starting point but what emerged as Vulkan was quite different.
Recently a bunch switched to Unreal. Are there THAT many that still maintain their own? Seems like it's just big studios and less than a dozen. Even a massive company like Square Enix is now using Unreal for many projects.
UE being picked up by a AAA studio is news, because gamers associate UE with extreme fidelity graphics. A studio using a proprietary engine is boring because it won't matter one bit for 99% of people, and is modus operandi, basically.
Edit: remembered SteamDB has a rough breakdown based on manual rules, so a lot of engines aren't picked up, but it's still interesting - https://steamdb.info/tech/
Proprietary engines tend to be more common on consoles I think - Steam has a lower barrier to entry overall, so it doesn't filter out the smaller projects as much (which are more likely to use an off-the-shelf engine).
Ubisoft use custom engines, EA use custom engines.
Call of Duty is a custom engine (derived from idTech)
If you go to the GDC YouTube channel ( https://youtube.com/c/Gdconf ) you can see the range of game specific things that these studios are working on that using an off the shelf engine is limiting
I also recommend looking at the presentations on http://advances.realtimerendering.com/
Most windows games still target DirectX or OpenGL instead of Vulkan.
With how well Proton runs, there’s even less incentive for game devs to directly target Vulkan now.