The big engines have support for both Vulkan and D3D12, and use the D3D12 backend on Windows.
Studios are porting to D3D12, by comparison, somewhat because of Xbox, but also because it's a somewhat standard upgrade from D3D11. The developer experience of the D3D12 debug layer is much better than Vulkan.
Disclaimer: I lead the Vulkan and D3D12 ports of the engine at the last game studio I worked at.
The parts that were D3D12-specific were definitely the parts that would overlap more with Vulkan: the work to switch to PSO (Pipeline State Objects), the addition of all the barriers all over the rendering code, the synchronization work, all of that work could be shared between D3D12 and Vulkan.
Pipeline state -> struct of the 3 or 4 state objects + a few values (this actually makes redundancy checking easier and can actually be a win :)
Root signature -> fixed pre allocation of binding slots (this can even be done statically with templates if your root signature is known statically)
Tables of descriptors -> arrays of handles
(edit: you obviously cannot do the kinds of bindless things with D3D11 that you can do with D3D12 and Vulkan. But its common to have both bindless and non-bindless code paths with D3D12 and Vulkan anyway)
Resource transitions -> nothing
Citations?
https://www.phoronix.com/scan.php?page=news_item&px=DXVK-Nat...
BTW, it hurts me to see GP being flagged. Please discuss your arguments instead of flagging comments you don't agree with.
When a comment starts with "walled garden", there usually isn't anything to discuss. Just like the assumption-filled title of this post, the commenter has already established their position with a tiresome, and probably not even accurate, assessment of the situation. I don't know if that warrants flagging, but it sure doesn't warrant much discussion.
It is not an impossibility, we simply don't know. Just flagging comments _you_ find tiresome is not good for the discussion.