I wish OpenVG/NV_path_rendering were more supported, especially on mobile platforms where they're needed the most. I'm making an app that involves hardware-accelerated line/path rendering and dealing with triangulation, color, batching, stroke vs. fill, patterns, etc. manually is a pain. Libraries like MonkVG and nanovg exist but they're a little half-baked at the moment.
If anyone has seen the alpha spec and isn't under NDA, I'd be very interested to know whether OpenVG/NV_path_rendering could be efficiently implemented as libraries on top of Vulkan, given that it's a lot lower-level than GL.
I remember from Mark Kilgard's notes that NV_path_rendering on top of the stock OpenGL pipeline wasn't feasible, which pretty much killed it for general usage. Fantastic functionality, but nobody outside NVIDIA was ever going to implement that extension; the thing was gigantic.
Yes, but it's a good idea. And there's plenty of software that relies on hardware-accelerated vectors: maps, browsers, animations, games, etc. The problem is that everyone has their own implementation!