I'm kind of curious about something.. most of my graphics experience has been OpenGL or WebGL (tiny bit of Vulkan) or big engines like Unreal or Unity. I've noticed over the years the uptake of DX12 always seemed marginal though (a lot of things stayed on D3D11 for a really long time). Is Direct3D 12 super awful to work with or something? I know it requires more resource management than 11, but so does Vulkan which doesn't seem to have the same issue..
> but so does Vulkan which doesn't seem to have the same issue
Vulkan has the same issues (and more) as D3D12, you just don't hear much about it because there are hardly any games built directly on top of Vulkan. Vulkan is mainly useful as Proton backend on Linux.
Most AAA titles are on DX12 now. ID is on Vulkan. E-sports titles remain largely on the DX11 camp.
What the modern APIs give you is less CPU driver overhead and new functionality like ray tracing. If you're not CPU-bound to begin with and don't need those new features, then there's not much of a reason to switch. The modern APIs require way more management than the prior ones; memory management, CPU-GPU synchronization, avoiding resource hazards, etc.
Also, many of those AAA games are also moving to UE5, which is basically DX12 under the hood (presumably it should have a Vulkan backend too, but I don't see it used much?)