> Not sure if this is an "oh, no" event.

it's not.

descriptor sets are realistically never getting deprecated. old code doesn't have to be rewritten if it works. there's no point.

if you're doing bindless (which you most certainly arent if you're still stuck with descriptor sets) this offers a better way of handling that.

if you care to upgrade your descriptor set based path to use heaps, this extension offers a very nice pathway to doing so _without having to even recompile shaders_.

for new/future code, this is a solid improvement.

if you're happy where you are with your renderer, there isn't a need to do anything.

And apparently if you do mobile you stay away from big chunk of dynamic rendering and use Vulkan 1.0 style renderpasses... or you leave performance on the floor (based on guidelines from various mobile GPU vendors)

Vulkan on mobile and web runs several years behind Vulkan on desktop. This is a problem for portable toolkits such as WGPU.