There are still many things I don't like about the API that I believe were bad decisions. Descriptor sets being too inflexible, vertex array formats or framebuffer formats not being dynamic state in pipeline, and more.
I understand the decisions: Mostly IHVs catering to the AAA industry rather than general purpose engines. Big mistake (partly fixed in later versions).
That said I really enjoy the flexibility Vulkan can provide. Well used it can give really amazing optimization opportunities.
@dos Ok, but OpenGL (I think?) is not evolving anymore right?
This is purely for backward compatibility and legacy apps - I wouldn't probably target OpenGL today when starting a new app 🤔