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This is not a statement on the hardware, it's a statement on what the APIs are trying to achieve. In this regard, they are remarkably different.

The point is that a (self-declared) low-level API like Vulkan should just be a thin interface to GPU hardware features. For instance the entire machinery to define a vertex layout in the PSO is pretty much obsolete today, vertex pulling is much more flexible and requires less API surface, and this is just one example of the "disappearing 3D API".

More traditional rendering APIs can then be build on top of such a "compute-first-API", but that shouldn't be the job Khronos.

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