1. Complexity and Legacy Baggage in Current APIs
Vulkan and DX12 are criticized for excessive complexity, poor documentation, PSO compilation stutters, heavy synchronization, and support for outdated hardware.
"This is definitely a huge issue combined with the API complexity, leading many devs to use wrappers like the aforementioned SDL3" - torginus
"Vulkan is another mess, even if there was a 2.0, how are devs supposed to actually use it" - pjmlp
2. Need for Simplified Modern API
A lean API exposing bindless textures, pointers, and split pipelines on recent GPUs would boost productivity, reduce driver overhead, and enable easier emulation/porting.
"My prototype API fits in one screen: 150 lines of code. The blog post is titled 'No Graphics API'" - (article context, echoed by) vblanco: "Per-drawcall cost goes to nanosecond scale"
"A simplified API means higher programmer productivity, higher robustness, simplified debugging" - flohofwoe
3. Desktop-Mobile Unification Drawbacks
Vulkan's unified API fragments due to mobile limitations (tilers, drivers), holding back desktop; separate APIs or dropping mobile urged.
"Desktop and mobile are way too different for a uniform rendering API. They should be two different flavours" - m-schuetz
"Mobile is holding desktop back not just feature wise, it also fucks up the API" - m-schuetz