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The way it really should go is that the innovation should be in the API (Vulkan in this case) then the GPUs try to support those new features. It actually used to be this way, way back with OpenGL, then at some point the GPU makers started adding in the extensions to it.
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That's a recipe for disaster. You can't just sit down and design the perfect API and have hardware find a way to do it. Issues always get found in implementation, that's why software and hardware "iterate". What you are suggesting is the waterfall development model; people tried it, didn't work out.
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Prices surely have been creeping up quite steadily. Remember when high end gaming GPUs were around $400+? Now they are above $1000.
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The problem is that makes it where we are now. Nvidia creating new features, AMD playing catch up, and then having two different implementations out there, and game devs have to target both features on pick which one they're going to support (see most Linux native games targeting nvidia and having issues running on AMD GPUs).