I'm working on an app that involves real-time manipulation of vector paths at 60fps, and I'm very surprised by how little information there is on the subject. At first, I tried to implement my idea using CoreGraphics, but it didn't perform adequately for my purposes. I then discovered that there was a Khronos standard for hardware-accelerated vector graphics called OpenVG, and thankfully a kind soul had written an OpenGL ES semi-implementation called MonkVG.
But despite the fact that OpenVG is a very practically useful API, it seems more or less abandoned by Khronos. According to Wikipedia, since 2011, the working group "decided to... not make any regular meeting [sic] for further standardization". The documentation, best I can find, consists of just a single reference card. And what's more, there are barely any examples of OpenVG anywhere on the internet. I can find hundreds of OpenGL tutorials in the blink of an eye, but OpenVG seems conspicuously missing.
You'd think that hardware-accelerated vectors would be more important in today's world of rapidly-increasing resolutions, and it does seem that many companies are implementing their own ways of doing this. For example, Qt and Flash have schemes for hardware-accelerated vectors, and many of Adobe's tools have hardware acceleration as an option. But it seems like the wheel is getting reinvented when a standard already exists!
Is there something I'm missing about OpenVG that makes it unsuitable for real-world use? Or is it just that the standard didn't catch on in time and now it's destined for obscurity? Do you think there's room for a standardized API for hardware-accelerated vector graphics in the future, or will it just be easier to use traditional raster-based techniques? Or are vectors simply on their way out, before they were ever in?