Small nitpick: 'WGPU' is somewhat ambiguous because it could refer to either WebGPU itself, or wgpu[1] which is a library implementing a derivative of the WebGPU API that can be used by native code.
Sony definitely not, Nintendo to some extent after GX, Apple only after adopting NeXTSTEP (QuickDraw 3D was their thing), Microsoft alongside NVidia and AMD design first for DX, then the features get ported into GL/Vulkan as extensions,...
I’m not sure what you mean but big players typically means AAA studios and they don’t create their own graphics drivers and their engines are build on top of the aforementioned systems.
Yes, so much this. It’s like someone looked at OpenGL and said, “Hey, how can we take all the hard, ugly, terrible parts of OpenGL and throw out all the nice, useful parts?” And that became Vulkan. I’ve written code for OpenGL since the 1.0 days. These days I do Metal. I wanted to check out what it would take to port something to Vulkan. I couldn’t make it through the basic Vulkan tutorial of putting a single triangle on the screen. It was too long, and required too many really low-level things. It felt almost like you needed to write your own memory allocator to use it properly. It was nuts.