Earlier quoted context omitted.
Please don't misinterpret this as gate keeping, but Vulkan is designed by and for professionals (not hobbyists). It is certainly not a rapid prototyping tool. Vulkan and OpenGL aren't comparable because Vulkan isn't merely a graphics API, but rather it's a low-level GPU API. For example you can use Vulkan in place of CUDA for running highly parallelized computations on the GPU (no graphics implied).
Yeah, I know, that's why I mentioned it being a target. I realize it's meant to be used for extremely low-level stuff. Which is fine, I don't get annoyed at x86_64 assembly being difficult to write. As I said, the thing that bothers me is when people act like Vulkan is a replacement for OpenGL (presumably because they've never actually written either and they just saw some YouTube demos), and it really isn't, or at l…
I agree that Vulkan has more boilerplate, but I think that's because Vulkan is an open standard and makes fewer assumptions which means the API has more ceremony. For example Vulkan might be implemented for custom embedded hardware; its design helps give the manufacturer more leeway. CUDA and ROCm were designed by Nvidia and AMD for their own hardware and so they can bake in low-level assumptions which means a more streamlined API.