Earlier quoted context omitted.
> Professionals, as in release AAA games. Term AAA is ambiguous. Please define it. If you mean publisher funded (a common meaning), then see above. If you mean big budget, then your remark about independent developers is invalid as well (there are independent studios with big budget games). Anyway, I don't see how any of that is related to professionalism. Funding method or budget size has nothing to do with it. > Of…
> Simple example - most legacy publishers don't even release games for multiple APIs (such as OpenGL), because of costs. I.e. they are hostages of lock-in. That exactly demonstrates the issue above, and the fact that it has a direct impact. It is not how it works in the industry. They focus on one platform, because game programming is more than the graphics API, the hardware architecture and OS are also part of the w…
Not according to experts who actually work on cross platform games.
> A publisher that targets PC, XBOX, PS4 and Nintendo has already by definition supported 4 graphical APIs
That's exactly the point. You can't claim they are happy about spending x4 times more on supporting their engine on each system and have a very limited ability to share code. It's always extra costs. They do it because vendors of those walled gardens limit developers' choice and artificially force incompatible APIs on them.
> you can shout to the windmills how much bad lock-in and duplication of efforts are
They are bad and everyone knows it.
> no one will care
Those who care more, work on breaking that lock-in. See what Oxide Games developers have to say about this lock-in idiocy, and don't claim they aren't professionals.