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I strongly agree. We tried really, really hard to not invent a new standard. We proposed Obsidian API based on Vulkan, and we invested into Vulkan Portability initiative...

But at the end of the day it became clear that Vulkan is simply not fit for many things, including the Web. It can't be the new lingua franca simply because it's too complex for users to pick up.



I think Vulkan is a good example that a one-size-fits-all 3D API (spanning all GPU vendors, platforms and low-/high-power GPUs) only results in a mess.

And OpenGL was a mess too to be honest, at least after 30 years of development. Vulkan started right off with an even bigger API complexity.

It might actually be a good idea to have a handful of low-level, small-ish GPU-vendor and/or platform-specific 3D-APIs, each of those is most likely less complex and has less design-compromises than Vulkan.




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