• But why? I saw their section about rasterising everything on the GPU, and again I find it hard to understand why they need anything more than OpenGL 3.

    Their UI looks like it would be an LRU glyph cache and a sprite batcher, and then you’d have 1000fps.

      • That sounds plausible. I’m sure having the lowest possible latency was their goal. There are multiple popular rust libraries aiming to provide zero cost abstractions over a common subset of the metal, vulcan and dx12 APIs, but I’ve never actually used one.