This is not materially different than the situation with OpenGL, and yet I hope you'll agree that basing WebGL on OpenGL was the right decision, rather than inventing a new API based largely on a lower level API proprietary to a single company's platforms.
Unfortunately, that doesn't work as well for Vulkan. Vulkan is the lowest-level of the three APIs, so it's hard to support on top of Metal or DirectX 12.
GPU vendors do not care, they will give you API to their hardware for any OS version that moves their wares. That's why I would trust more GPU vendors than OS vendor.
On the flip-side of that, the web is supposed to be a universal platform. It doesn't make much sense to limit a feature to the subsection of web users who have hardware that supports 3D acceleration. :)
Microsoft is only middle-man, the drivers are written by GPU vendors in the first place. Why should I prefer middle-man to the original source?
Historically, the drivers provided by Microsoft via Windows Update were worse (older) than those provided by GPU vendors directly.
> Microsoft works to make sure Direct3D works and I imagine they have lots of tests and compatibility suites there.
So do Khronos group and GPU vendors for Vulkan.
[1] http://winsupersite.com/windows-10/stop-automatic-driver-upd...
My guess would be that these same drivers would be out of date enough not to contain DX12, so if that's really the target, then there needs to be a fallback to OpenGL and/or an older DirectX.
So calling them unsupported/unofficial is quite a stretch.
Care to elaborate on that?
In the worst case, someone could implement Vulkan on top of the "supported" API. Or, the OS developers could get with the times and ship a modern, functional system?
Drivers from GPU vendors are as official as it gets.
Then focus on fixing that, instead of wasting time on bullshit like this.