"Just based on the screenshot, I am not sure that I would even bother to dig too deeply into the library."
Adding any PBR materials as samples would have been the wrong choice, since those are not hardware or graphics api dependent, and are always for the implementor to implment by themselves.
You don't want a graphics api to look nice at this abstraction level.
You get access to device resources, shader API etc.
Once you get triangles in, it's up to you to make it nice using the shaders you write - materials and GI model of your choice.
> Adding any PBR materials as samples would have been the wrong choice, since those are not hardware or graphics api dependent, and are always for the implementor to implment by themselves.
That "bistro" image is all PBR materials, represented in glTF. It's supposed to look the same for all standards-compliant glTF renderers, and it pretty much does. I posted the same scene in another renderer above. It's a brightly sunlit scene with no environment shaders, so it looks rather blah. glTF and Vulkan can do more than that, but this is all the test example asked for.
I don’t see the API claiming to be a standards compliant GLTF renderer, and I would be very confused if it did claim something like that as it’s feature. That said a ’render GLTF PBR’ sample would not be a bad thing to show the authors intent how to organize things etc.
Adding any PBR materials as samples would have been the wrong choice, since those are not hardware or graphics api dependent, and are always for the implementor to implment by themselves.
You don't want a graphics api to look nice at this abstraction level.
You get access to device resources, shader API etc.
Once you get triangles in, it's up to you to make it nice using the shaders you write - materials and GI model of your choice.