This minimalism is very effective.<p>I took the opposite approach, and it has cause great pain. I've been writing a metaverse client in Rust. Right now, it's running on another screen, showing an avatar riding a tram through a large steampunk city. I let that run for 12 hours before shipping a new pre-release.<p>This uses Vulkan, but it has WGPU and Rend3 on top. Rend3 offers a very clean API - you create meshes, 2d textures, etc., and "objects", which reference the meshes and textures. Creating an object puts it on screen. Rust reference counting interlocks everything. It's very straightforward to use.<p>All those layers create problems. WGPU tries to support web browsers, Vulkan, Metal, DX11 (recently dropped), DX12, Android, and OpenGL. So it needs a big dev team and changes are hard. WGPU's own API is mostly like Vulkan - you still have to do your own GPU memory allocation and synchronization.<p>WGPU has lowest-common-denominator problems. Some of those platforms can't support some functions. WGPU doesn't support multiple threads updating GPU memory without interference, which Vulkan supports. That's how you get content into the GPU without killing the frame rate. Big-world games and clients need that. Also, having to deal with platforms with different concurrency restrictions results in lock conflicts that can kill performance.<p>Rend3 is supposed to be a modest level of glue code to handle synchronization and allocation. Those are hard to do in a general way. Especially synchronization. Rend3 also does frustum culling (which is a big performance win; you're not rendering what's behind you) and tried to do occlusion culling (which was a performance lose because the compute to do that slowed things down). It also does translucency, which means a depth sort. (Translucent objects are a huge pain. I really need them; I work on worlds with lots of windows, which you can see out of and see in.)<p>The Rust 3D stack people are annoyed with me because I've been pounding on them to fix their stack for three years now. That's all volunteer. Vulkan has money behind it and enough users to keep it maintained. Rend3 was recently abandoned by its creator, so now I have to go inside that and fix it. Few people do anything elaborate on WGPU - mostly it's 2D games you could have done in Flash, or simple static 3D scenes. Commercial projects continue to use Unity or UE5.<p>If I went directly to Vulkan, I'd still have to write synchronization, allocation, frustrum culling, and translucency. So that's a big switch.<p>Incidentally, Vulkano, the wrapper over Vulkan and Metal, has lowest-common-denominator problems too. It doesn't allow concurrent updating of assets in the GPU. Both Vulkan and Metal support that. But, of course, Apple does it differently.