You start with some innocent vertex data, assemble it into something recognizable, shade it nicely, rasterize it into pixels, add your fragment shader... and then suddenly you're staring at a glitched-out nightmare that looks like someone dumped a bucket of corrupted VRAM onto your screen. Because you forgot to clear the depth buffer. Again. Vulkan's graphics pipeline is basically a "draw the rest of the owl" tutorial where every single step requires 500 lines of boilerplate and one tiny mistake anywhere in the chain turns your beautiful 3D model into abstract art that would make Picasso weep. The progression from wireframe to final render perfectly captures how things go from "I understand this" to "what eldritch horror have I summoned" real quick. Fun fact: Vulkan gives you so much control that you can shoot yourself in the foot in approximately 47 different ways before you even draw a triangle. OpenGL devs think they have it rough until they try to set up a Vulkan render pass.