I don’t know what kind of 3D engine you wrote, but as a FPS gamer I have quite a bit of experience with 3D engines. From Doom 3 to Alan Wake, some of the worst performance hits occur in scenes with heavy use of dynamic lights. Did OpenGL 4/DX11 fix this?
Which of the modern APIs have you actually used? How do Mantle, DX12, Metal, and OpenGl Next compare?
EDIT: "as a non-3D graphics programmer, who's tried to build FPS levels for fun and familiar with all the modern engines". This article is for those of us with interest but not experts in the field, right?