This comment alone tells me you have no idea how games are developed. And to make matters worse for you, we are not talking about gaming either, we are talking about visual effects for film/tv and scientific simulations.
Oh no, someone on the internet told me I have no idea of GPU programming. I guess I'll run to my mommy and cry 😂
Perhaps you have heard of this crappy game engine called Unreal, that happens to utilize CUDA libraries for certain things that need to be calculated.
I can absolutely imagine that some games use CUDA as a specific backend for physics or some other compute stuff. First time I hear that UE uses CUDA, but very well may be, I don't work with UE. Regardless, what you do is manipulation. I was replying to the poster that claimed that CUDA is great for "3D". CUDA is a compute API. It has nothing to do with 3D. It does not expose 3D rasterisation functionality of the GPU. That's what gaming APIs are for.
Metal? METAL? Do you even know that Metal is far from competing and comparing with PC? It's just a joke to them. You cant even compare Metal to CUDA. Not even close and not even comparable.
Have you actually worked with any of these platforms? You are just blurting out things without any technical understanding. What exactly is "not even close and not even comparable"? Which features does Metal lack in comparison?
GPU performance, market share and popularity are entirely different topics. Sure, Nvidia enjoys almost unopposed hegemony in this space, thanks to their aggressive marketing strategy and ecosystem investments. There was a rapid increase of demand in GPGPU and Nvidia seized the opportunity, locking in many customers. Some folks at Apple were likely very pissed as their efforts of establishing open compute (via OpenCL) were sabotaged though incompetence, lack of foresight and of course a healthy dose of manipulation from Nvidia. Anyway, it is what it is. Doesn't mean it has to stay this way.
metal is very easy to use in comparison but lacks features.
Good overview, except this bit. Metal lacked features back in 2017. Now it's almost the other way around. We have Vulkan releasing new functionality to keep up. E.g. the recently released VK_EXT_descriptor_buffer is pretty much a direct copy Metal's Argument Buffers which have been there for several years.