@lisyarus @TomF You can simplify an awful lot of OpenGL these days, but the largest problem is that tool support for decent profiling has pretty much disappeared. A secondary issue is that I have experienced some performance issues due to shader compilation for long shaders, which is why Avoyd's path tracer runs on Vulkan.
A lot of Vulkan's verbosity issues can be worked around with some support code, and it is getting simpler to write (though I stick to an older subset for compatibility atm).