That's a massive oversimplification. Games (and other applications) consist of more than just the graphics API calls, so no matter what, there are still parts that have to be rewritten. You are correct of course that usage of a crossplatform API like Vulkan of OpenGL would make things much easier, but there's more involved than that.
i agree but i never said that it was just that , i know there is a lot more involved , i'm trying to stick to the topic and if i try to explain everything i will never finish , if i try to explain too much thing will get overcomplicated, we will always missed parts that can be explain later , when people start bringing the topic to discuss
In fast, every GPU used in a Mac for the last couple of years is ready for Vulkan. Vulkan has been specified to work on every DirectX 11/OpenGL 4.x compatible GPU.
i agree i did say that it requires a compatible card , meaning modern , i didn't say that it has to be a brand new a card purchased or made in 2016, the same thing happened with dx12 new cards are supported and some other cards not so new will be supported , others cards will be partially supported or others not supported at all
And that's just incorrect, plain and simple. Even if the current generation of graphic APIs (Vulkan, Metal, DirectX 12) have been specifically developed to allow directer access to the hardware, drivers and the actual implementation in the OS still play an important role. If these are lacking, you still will have performance differences. Vulkan does not "fix all that".