It doesn't change the fact that the Playstation has its own API that developers must use. The problem isn't the API, it's the user base. No iOS developer complains about using Metal.
I have been talking about Mac here all along, I don't know what is the relationship between iOS and it? The market for Mac and iOS is two different scenarios, and iOS is the mobile phone market, not the mobile computer market. The usage rate of mobile phones will be higher.
Moreover, iOS programmers have been exposed to metal from the beginning, and they cannot complain too much about it. As PC programmers, we have had prior exposure to Directx and Opengl, which means that if we want to create games on iOS or Mac platforms, we must learn an additional language and still support the arm architecture. Therefore, Mac and iOS score 0 for us.
Although Nintendo has an arm architecture, it supports Vulkan and Opengl, so it can earn 40 points. PS5 also has a CPU architecture similar to PC, and even if it uses its own API, it still has bonus points, although it is not as high as Nintendo. But it is also higher than the Mac.
The comparison of these platforms may be as follows: MAC or IOS=0, PS5=25, NS=40, LINUX=70, XBOX=85, WINDOWS=100.
The console has never been the preferred choice for game authors. Firstly, it should be a PC platform. We can spend the least effort and cost to create the game and put it on the store, but the console cannot. You must purchase or apply for its machine, sign a confidentiality agreement, and verify before you can start making the game. It's too troublesome.
Programmers generally do not like to put in more effort to create projects with minimal returns. You can think of me as lazy, but with less than 5% of game users (you may think there are many users), it's difficult for me to have any thoughts on Mac. I agree with opengl game authors who left Mac before. Their approach is very correct because their game's sales on the Mac are very tragic. If it were like Windows, I don't think he would ever want to leave.