Yet they ended up creating something that makes OpenGL still an attractive choice. That excessive complexity certainly wasnt necessary.
Personally, I'll sit this generation out and wait dor whatever comes after. I ended up switching to doing software rasterization in Cuda because that's easier than drawing a triangle in Vulkan. Cuda has shown me how insane Vulkan is. Like, why even have descriptir sets, bindings, etc? In cuda you simply call a kernel and provide the data (e.g. vertex or storage buffer) as a pointer argument.
Personally, I'll sit this generation out and wait dor whatever comes after. I ended up switching to doing software rasterization in Cuda because that's easier than drawing a triangle in Vulkan. Cuda has shown me how insane Vulkan is. Like, why even have descriptir sets, bindings, etc? In cuda you simply call a kernel and provide the data (e.g. vertex or storage buffer) as a pointer argument.