Then I bought a 3DFx Voodoo card and started using Glide and it was night and day. I had something up the first day and every day thereafter it seemed to get more and more capable. That was a lot of fun.
In my opinion, Direct X was what killed it most. OpenGL was well supported on the Voodoo cards and Microsoft was determined to kill anyone using OpenGL (which they didn't control) to program games if they could. After about 5 years (Direct X 7 or 8) it had reached feature parity but long before that the "co marketing" dollars Microsoft used to enforce their monopoly had done most of the work.
Sigh.
Vulkan is just as bad into this regard, with complexity turned to eleven. No wonder people call it a GPU hardware abstraction API, not a graphics API.
And on the Web they couldn't have better idea than throw away all the existing GLSL, to replace it with a Rust inspired shading language.
The entire point of Vulkan is that it’s a hardware abstraction. It was invented to offer an API around low level hardware operations rather than the typical approach of graphics libraries which come from the opposite direction.
The way 3D rendering is done these days is drastically different from the days of OpenGL. The hardware is architecturally different, the approach people take to writing engines is different.
Also most people don’t even target the graphics API directly these days and instead use off the shelf 3D engines.
Vulkan was always intended to be low level. You have plenty of other APIs around still if you want something a little more abstracted.