Earlier quoted context omitted.
Well, Apple has done nothing to replace the common standard they abandoned. They failed to develop their proprietary alternatives into a competitive position and now can't even use their own TSMC dies (imported at great expense) for training: https://www.eteknix.com/apple-set-to-invest-1-billion-in-nvi... However you want to paint the picture today, you can't say the industry didn't try to resist CUDA. The stakeholde…
Yes they did, it is called Metal Compute, and everyone using Apple devices has to use it. Vulkan you say? It is only relevant on GNU/Linux and Android, because Google is pushing it, and still most folks still keep using OpenGL ES, no one else cares about it, and already turned into the same spaghetti mess as OpenGL, to the point that there was a roadmap talk at Vulkanised 2025 on how to sort things out. NVidia and AM…
Not really. For instance NVIDIA released day 1 Vulkan extensions for their new raytracing and neural net tech (VK_NV_cluster_acceleration_structure, VK_NV_partitioned_tlas, VK_NV_cooperative_vector), as well as equivalent NVAPI extensions for DirectX12. Equal support, although DirectX12 is technically worse as you need to use NVAPI and rely on a prerelease version of DXC, as unlike Vulkan and SPIR-V, DirectX12 has no mechanism for vendor-specific extensions (for good or bad).
Meanwhile the APIs, both at a surface level and how the driver implements them under the hood, are basically identical. So identical in fact, that NVIDIA has the nvrhi project which provides a thin wrapper over Vulkan/DirectX12 so that you can run on multiple platforms via one API.