Uh.. you do understand that DX11 not "working" on Linux is a licensing and proprietary issue, not any fault of Linux, right?
DX11 would work on Linux if it was compiled with similar dependencies on Linux, basically.
But who has the source and does the compiling of the distributions of DX11? Microsoft. Dur.
Just the same, Vulkan would work on XB1 I imagine. Its hardware should support it. It's a licensing issue, and you can't really blame them for that.
Not sure about that. The adoption rate for Win10, which is required for DX12, seems to be very poor.
Win10 adoption on steam got up to 30% very quickly, but has been around 1% per month since.
On the other hand, 80% of users have a Vulkan compatable GPU, and it looks like it'll be many, many years before DX12 catches up to that while Vulkan will just get further ahead as there is still that 20% of the market to upgrade their GPU that'll then be compatible regardless of OS.
And I'm seeing so many dozens and dozens of major developers adopting and moving forward with Vulkan instead, likely as a result.
Leaving out such a big market segment is a terrible, terrible business decision. You target that 80% of the market, not the 35% that you can only hope might be 50% in a year from now.
Either way, just leaving Linux out of it, Vulkan is the best thing you can use on any OS that supports DX11 since MS has stupidly limited DX12 to Win10. I use Win7 for my desktop.
Vulkan is nice for the long run in that Linux support is an option that becomes much easier to achieve (Another crowd funding afterward for Linux support is a good excuse for more fund raising)
It's not like it has most of the drawbacks OpenGL has that would normally keep you with DX, outside that one that has been mentioned.
And it's also not just a matter of waiting for Khronos Group to solve it. Valve, Epic, Id and others are solving it and will probably share ideas.