> Isn't the idea that 99% of people use a toolkit atop of Vulkan?

This idea creates a serious chicken-egg-problem.

Two or three popular engine code bases sitting on top of Vulkan isn't enough 'critical mass' to get robust and high performance Vulkan drivers. When there's so little diversity in the code hammering on the Vulkan API it's unlikely that all the little bugs and performance problems lurking in the drivers will be triggered and fixed, especially when most Unity or Unreal game projects will simply select the D3D11 or D3D12 backend since their main target platform on PC is Windows.

Similar problem to when GLQuake was the only popular OpenGL game, as soon as your own code used the GL API in a slightly different way than Quake did all kinds of things broke since those GL drivers only properly implemented and tested the GL subset used by GLQuake, and with the specific function call patterns of GLQuake.

From what I've seen so far, the MESA Vulkan drivers on Linux seem to be in much better shape than the average Windows Vulkan driver. The only explanation I have for this is that there are hardly any Windows games running on top of Vulkan (instead they use D3D11 or D3D12), while running those same D3D11/D3D12 games on Linux via Proton always goes through the Vulkan driver. So on Linux there may be more 'evolutionary pressure' to get high quality Vulkan drivers indirectly via D3D11/D3D12 games that run via Proton.

You might be unaware of this, but Vulkan Video Decode is slowly but surely replacing the disparate bespoke video decode acceleration on almost all platforms.

Vulkan is mature. It has been used in production since 2013 (!) in the form of Mantle. I have no idea why all the Vulkan doomsayers here think it still needs a half-to-whole decade to be 'useful'.

>”hardly any Windows games running on top of Vulkan”

I run all my windows games on Vulkan.

https://www.pcgamingwiki.com/wiki/List_of_Vulkan_games

280 games over 10 years really isn't impressive (2.5x less than even D3D8 which was an unpopular 'inbetween' D3D version and only relevant for about 2 years). D3D12 (890 games) isn't great either when compared to D3D11 (4.6k) or D3D9 (3.3k), it really demonstrates what a massive failure the modern 3D APIs are for real-world usage :/

I don't think those lists are complete, but they seem to show the right relative amount of 3D API usage across PC games.

I’m just pointing out that Vulkan is supported on all major modern engines, internal and public. Some also go so far as to do DX12 (fine, it’s a similar feeling API) but what’s really amazing is taking all of those games that run on OpenGL, DirectX, etc and forcing them to run on Vulkan…

Proton is amazing and Wine project deserves your support.