Earlier quoted context omitted.
Having quite recently written a (still experimental) Vulkan backend for sokol_gfx.h, my impression is that starting with `VK_EXT_descriptor_buffer` (soon-ish to be replaced with `VK_EXT_descriptor_heap`), the "core API" is in pretty good shape now (with the remaining problem that all the outdated and depreciated sediment layers are still part of the core API, this should really be kicked out - e.g. when I explicitly…
Vulkan is by far the most powerful and the most pain in the ass API I've ever worked with. I agree on every point you just made.
Like, these days game devs just use Unreal Engine, which abstracts away having to work with the PS5 / PS4, DirectX 12, and Vulkan APIs.
I imagine unless it's either for A. edification or B. very bespoke purpose code, you're not touching Vulkan.