No Graphics API
Overall reaction and motivation
- Many commenters praise the post as a clear, deeply informed argument that modern DX12/Vulkan expose far more complexity than current GPUs actually require.
- The core appeal: drop legacy features, assume a “2020s GPU baseline,” and design something closer to CUDA-style compute plus a few fixed‑function blocks.
- Several note that most real work already happens in engine‑specific RHIs; a simpler common API would align better with how engines are written in practice.
Hardware baseline, legacy, and mobile
- There’s tension between targeting recent desktop GPUs (with bindless, buffer pointers, mesh shaders, HW RT) and supporting older or mobile hardware.
- Some see the proposal as viable only for GPUs from roughly the ray‑tracing era onward; others stress that Vulkan’s “unified desktop/mobile” story already breaks down due to extensions and driver quality.
- Android’s stagnant GPU drivers are called out as a major blocker, even when vendors technically support advanced Vulkan features.
Comparisons to existing APIs (Vulkan, DX12, SDL3 GPU, WebGPU)
- The proposed API is viewed as conceptually similar to SDL3 GPU or NVRHI but:
- Leans heavily on raw GPU addresses and bindless resources instead of buffer/descriptor objects.
- Exposes modern features (mesh shading, etc.) more directly.
- SDL3 GPU is described as “lowest common denominator” across DX12/Vulkan/Metal, whereas this design intentionally drops 2010s‑era hardware.
- WebGPU is criticized for inheriting too much “legacy Vulkan” structure (pipelines, bindings), missing a chance for a leaner launch model.
Benefits and tradeoffs
- Primary gains are seen as:
- Far simpler mental model, fewer barriers and resource‑state footguns.
- Less driver state tracking, smaller driver memory footprint.
- Reduced PSO/shader permutation explosion and fewer shader‑compile hitches.
- Some expect per‑draw overhead to drop to nanoseconds and CPU submission costs to approach zero with bindless + indirect.
- Others argue that “removing cruft” must be justified beyond aesthetics: performance wins may be modest if you already use a modern Vulkan/D3D12 subset.
- Big tradeoff: deliberate abandonment of older GPUs and some mobile architectures.
Software-style rendering, fixed function, and future directions
- There’s active interest in moving more of the pipeline into “software on GPU” (compute‑driven rasterizers, meshlets, raytracers) similar to how CUDA/AI frameworks work.
- Counterpoint: throwing away fixed‑function blocks (rasterization, RT cores, TMUs) would be a massive performance regression; the goal is to better integrate them, not bypass them entirely.
- Some speculate longer‑term about AI‑assisted or “hallucinated” rendering, but others note current inference budgets (a few ms per frame) make that mostly aspirational.
Complexity, documentation, and accessibility
- Several note the irony that arguing for simplicity required a huge, dense article, and criticize aspects of its presentation and self‑promotion.
- Others highlight how bad documentation and lack of shader language ecosystems make modern GPU programming inaccessible; they see a simpler, more uniform API as one necessary step but not sufficient on its own.