We had a process at one company where you had to create an issue before filing a PR. I found it most non-sensical and introducing friction for no good reason. Very surprised to see the author suggesting it in the article.
Review is indeed the main bottleneck now for open source, and we need to solve it. Introducing more friction is hardly helping.
Author of the benchmark here, as well as Meganeura - one of the tested frameworks. Results are constantly being refined, gaps are filled, but it's hard to get more hardware coverage by myself. Would appreciate someone running it on Intel Arc GPUs, both discreet and integrated. Happy to answer questions about methodology!
The main problem with Vulkan isn't the programming model or the lack of features. These are tackled by Khronos. The problem is with coverage and update distribution. It's all over the place! If you develop general purpose software (like Zed), you can't assume that even the basic things like dynamic rendering are supported uniformly. There are always weird systems with old drivers (looking at Ubuntu 22 LTS), hardware vendors abandoning and forcefully deprecating the working hardware, and of course driver bugs...
So, by the time I'm going to be able to rely on the new shiny descriptor heap/buffer features, I'll have more gray hair and other things on the horizon.
I'm sorry, the game on PC was a crappy bugfest. And as for being "impossible" on consoles... Isn't it effectively GTA in a different setting? GTA managed to run fine, and Cyberpunk could, but they weren't able to reach it.
Review is indeed the main bottleneck now for open source, and we need to solve it. Introducing more friction is hardly helping.