When a window in Vulkan resizes you have to manually delete the about a dozen objects and then recreate them with the new size. It's unbelievably complicated. They've pushed all the driver complexity onto the application, in an effort to simplify the job of writing drivers. I can see the advantage to this, because OpenGL drivers in the past were always inconsistent, but it is still shocking how many little details they expose in Vulkan. Just resizing a window and swapping the screen buffer involves fences, semaphores, and all kinds of issues.
So it is with great pride that I present my RESIZABLE VULKAN WINDOW OF AWESOME POWER!
Now I will drink CHOSEN ONE ENERGY DRINK!
In spite of its issues, I kind of like Vulkan, and I don't think it will take long to get the renderer running completely on this new API. I guess Nvidia's raytracing extensions can be used with VK pretty easily too, so that will be interesting in the future.
The next step is to get multiple shared contexts working.