Vulkan (1.0 at least) being a badly designed API doesn't mean that OpenGL will be maintained unfortunately. Work on OpenGL pretty much stopped in 2017.

I am sadly aware, but I won't switch until the complexity is fixed. Although I did kind of switch, but to CUDA because the overengineered complexity of Vulkan drove me away. I'm neither smart nor patient enough for that. What should be a malloc is a PhD thesis in Vulkan, what should be a memcpy is another thesis, and what should be a simple kernel launch is insanity.

> I am sadly aware, but I won't switch until the complexity is fixed

It pretty much is by now if you can use Vulkan 1.4 (or even 1.3). It's a pretty lean and mean API once you've got it bootstrapped.

There's still a lot of setup code to get off the ground (device enumeration, extensions and features, swapchain setup, pipeline layouts), but beyond that Vulkan is much nicer to work with than OpenGL. Just gotta get past the initial hurdle.