State of Roblox graphics API across all platforms, with percentage deltas since EOY 2017. Updated June 20 2018.
No visible change.
For Direct3D 9 users, we can further break this down by OS (XP or Vista+) and GPU (SWVP or HWVP):
As you can see, 2/3rd of Direct3D 9 users come from Vista+ (mostly Win7+); around half of all Direct3D 9 users use SWVP with vertex shaders running during DrawIndexedPrimitive on CPU.
No visible change. We do not support Direct3D feature level 9, so it's unclear how many users have D3D9 HW here.
|OpenGL 4.1||21% (-7%)|
|OpenGL 3.3||15% (-1%)|
|OpenGL 2.1||3% (-1%)|
A bit of data movement suggesting a number of people got new MacBooks, or upgraded their OS. Yay!
Around 2/3rds of OpenGL 4.1 users are using OSX 10.10 or earlier; this suggests that they could get Metal support if they upgraded the software. Assuming this is true, ~25% of Mac users are stuck with OpenGL until they buy new hardware.
|OpenGL ES 3.0||0.5% (-0.5%)|
|OpenGL ES 2.0||9.5% (-3.5%)|
A bit of data movement suggesting a number of people got new iPhones. Metal is at 90%! While all OpenGL ES 3.0 devices support Metal, we don't run Metal on iOS 8, so this is where that 0.5% of users is coming from.
|OpenGL ES 3.2||3% (-13%)|
|OpenGL ES 3.1||22% (-2%)|
|OpenGL ES 3.0||29% (-3%)|
|OpenGL ES 2.0||24% (-3%)|
Note that this section changed dramatically - mostly because we launched Vulkan on all Android versions, with some drivers (they shall remain anonymous) blacklisted. It's interesting that the major share of Vulkan users comes from OpenGL ES 3.2, so that's probably a good proxy for the market share you'll get on Android.
For Vulkan users, we can additionally look at the OS distribution:
|Version with Vulkan||Share|
|Android 6.0 (23)||1%|
|Android 7.0 (24)||67%|
|Android 7.1 (25)||13%|
|Android 8.0 (26)||17%|
|Android 8.1 (27)||2%|
Android 8.0 is picking up pace here - the stats were very different (and much worse) just a few months ago.