Why Command and Vector Processors Rock
codersnotes.com
codersnotes.com
Like the Apple II I suspect such an integrated system was a pain to expand. There were later Amiga OSs so perhaps this was possible, but I don't know how well they maintained compatibility with original programs.
Hardware expansion was and remains a breeze with the AutoConfig protocol and the Zorro-II and Zorro-III expansion buses. Many people run their Amigas with additional sound and graphics cards. There are even PCI bridge expansion cards.
The Apple IIhad similar problems. Woz moved a lot of stuff to software to save chips but it causes compatibility issues in the future.
Where more developers, and more and more "admins" are less than interested in the underlying hardware, because all they see during the day is piles upon piles of VMs and containers that abstract away the actual hardware being used.
And then there is a dwindling group of people with at least a token interest in the hardware, but they are either being ignored or ostracized by the abstract software people.
Even OpenGL and audio APIs made it so that most of the time the cards you have plugged are irrelevant.
Being a old timer, which also has spent quite a few time with Amiga users/devs back in its golden age, it took me a few years to realise, that in what concerns desktop graphics programming, macOS and Windows communities are much more welcoming than UNIX focused ones.
You see this quite clearly on macOS, those that came from Mac OS days (pre OS X) focus on UI/UX and the whole experience as a dev taking advantage of an unified software/hardware stack.
Those that came from BSD/Linux just use CLI tools as if they were in any other UNIX.
Which is one reason why the demosscene never thrived on GNU/Linux.
Also, i think perhaps you conflating issues here.
While sure they may be more interested in the GUI (though you will find plenty of TUI programs in the Unix world, and even some in Windows that has been inherited from DOS) the newer generation is less likely to be interested in the actual hardware beyond that it works to run their precious "apps".
And IMO the demo scene were largely "dead" by the time Linux come on stage anyways.
This because the fixed hardware models of the C64 and like were being supplanted by the mix and match PC, where the only commonality is the BIOS and the CPU ISA.
http://www.assembly.org/summer17
https://2017.revision-party.net/
https://nordlicht.demoparty.info/
And some info about upcoming parties,
http://gpuopen.com/amd-vega-instruction-set-architecture-doc...
Am I missing something, or is OP just a little out of date?
As for applications, well I dunno. One particular example would be Render To Vertex Buffer, something that ATI cards used to expose an extension for but NVidia cards didn't. Even though basically _any_ GPU could do it if the driver decided to.
A better use would be to allow the GPU to read the game's scene structure directly without even needing an API in-between.
Like on Nintendo consoles the graphics commands tend to just be a macro to write an opcode and bump a pointer.
Xbox canonicalized this kind of management in their API as "push buffers".
Vulkan /Mantle/DX12 all have 'queues' which are just a memory centric view of the command processor.