Using tons of draw calls is not “technically advanced”. You can actually do more draw calls on consoles than on D3D11, the consoles had low-overhead APIs first. You can also access some hardware features there that aren’t exposed in D3D12 nor Vulkan.
Low-overhead APIs don’t make your GPU faster, they make interfacing with your GPU faster. If there’s no significant API overhead in your game/application, then there’s no performance benefit from using Vulkan or D3D12.
This is complete nonsense. There are critical security errors in major free software packages discovered almost every day. Those are usually simple programming bugs (famous example: Heartbleed). A malicious actor could put one of them in and have complete plausible deniability. You’re assuming people actually read and audit all that code (not really), but in reality those bugs are often years old. Remember the WannaCry/EternalBlue exploit, which was based on Windows Networking (SMB)? It turns out that the FOSS implementation SAMBA had a very similar security hole…
If Linux is secure already, why is there Grsecurity and SELinux for security hardening? The idea that FOSS makes software magically more secure is false and dangerous. The converse (closed source makes software secure) isn’t true either.
With proprietary software however, you cannot check what’s in the code… so how do you know the devs didn’t hide means of spying on you or facilitating viruses or an OS kill-switch?
How do you know there’s no means of spying in the firmware of the dozens of components in your computer? If you’re concerned, you better watch your ethernet packets…
I don’t like relying on the idea that a program will go away if the group behind it abandons it or ceases to exist.
Fair enough, but graphics drivers aren’t evergreen software. You’re gonna buy a new GPU at some point, it will need new drivers.