Vulkan experience it was no trouble. I initially chose to use Metal natively (over MoltenVK at the time) because the tooling was still too new, and I wanted to learn Metal. However, something big has come along since then, the rise of the [Vulkan Portability Initiative](https://www.vulkan.org/portability)!
The biggest thing to come out of this is the introduction of _first class macOS support_. If you've used the Vulkan SDK before on macOS, you _must_ give this new version a try. The new Vulkan SDK has an installer that takes cares of everything for you. Even the **Vulkan Configurator works**! This gets you the _same exact experience_ like as if you were developing with Vulkan on Windows or Linux. Yes, even the _Vulkan CMake module works out of the box_, thank you to every developer who worked on this!
What does this mean for Prism? Not much yet except that it's awesome that it works pretty much of the box. However, for any future graphics endeavours for me, **I unfortunately won't be supporting Metal anymore**, there just isn't a reason to. I learned as much Metal as I wanted, and the Metal backend fulfilled that purpose. However, there's still a purpose to abstracting GFX away in Prism, _to make way for DirectX support_ :-)
By the way, I would be interested to see if anyone develops a Vulkan Portable Subset -> WebGPU translation layer (maybe implementing it as a vulkan driver ala MoltenVK?) This would be amazing, but I have yet to find
anyone interested in doing this. I would be especially interested as I'm not interested in learning _yet another_ API with its own quirks, and... WSL - ugh. ~~Insert XKCD comic reference here~~
**Edit:** It turns out that I already hit a few snags with MoltenVK (which have [already been solved](https://github.com/KhronosGroup/MoltenVK/pull/1539)) so the Metal backend is restored. My point still stands though, that the future for my enthusiast projects might be only Vulkan.