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"Switching from OpenGL to Vulkan will have an impact on the mods that currently use OpenGL for rendering, and we anticipate that updating from OpenGL to Vulkan will take modders more effort than the updates you undertake for each of our releases," explains Mojang. "To start with, we recommend our modding community look at moving away from OpenGL usage."
Question: how much does your typical content mod decide what's going to be rendered? Is this something typically handled by Fabric/Quilt/[Neo]Forge?
Because I can quite guess OptiFine and the likes will need a lot of elbow grease, but I'm not sure about the rest.
Sodium, Optifine, Iris, Distant Horizons etc... will likely require a lot of work. But the people maintaining those are genuinely geniuses.
For regular mods a lot is handled by FRAPI or Forge.
I guess that mods like create (and all the addons made by many people) would need some effort. create has it own rendering system called flywheel that it needs for all the animated contraptions.
The game is so insane popular the modders will adapt or new ones with appear even if it's a huge pain in the ass. Since they still support installing old versions of the game it's not so dire.
If they have to put in all this effort to port their mods to Microsoft's new code, what about also porting them to an open source alternative
Might make some mods that support multiple versions stop at 1.20.1 but any new ones will be fine on the new ones, various API, helper mods, and surely some OpenGL->Vulkan translation ones will come in as needed.