What's wrong with using middleware engines? That was pretty much the expected case for people who didn't /need/ the level of control exposed by APIs like vulkan or dx12.
It's pretty much what OpenGL "drivers" were doing past the introduction of hardware shaders anyway - acting as a pretty thick middleware translating that to low-level commands, only having the user API being locked into a design from decades ago.
And considering how hard it was to get Khronos to eventually agree on vulkan in the first place (that effectively being a drop from AMD in "Mantle" then only tweaked by the committee), I'm not surprised they haven't standardized a higher-level API. So third party middleware it is.
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What's wrong with using middleware engines? That was pretty much the expected case for people who didn't /need/ the level of control exposed by APIs like vulkan or dx12.
It's pretty much what OpenGL "drivers" were doing past the introduction of hardware shaders anyway - acting as a pretty thick middleware translating that to low-level commands, only having the user API being locked into a design from decades ago.
And considering how hard it was to get Khronos to eventually agree on vulkan in the first place (that effectively being a drop from AMD in "Mantle" then only tweaked by the committee), I'm not surprised they haven't standardized a higher-level API. So third party middleware it is.
Nothing, middleware is exactly why most game studios hardly care about religious discussions regarding 3D APIs, as in FOSS circles.
I guess the problem is the expectation exactly by those that feel GL and DX 11 are done, and they need to directly use their replacements.