

It could be the VRAM like others said, but it could also be that the DirectX -> Vulkan translation fails because your Mac’s CPU doesn’t have support for the necessary parts of Vulkan.
Not to link to “that site”, but that seems to be the issue: https://www.reddit.com/r/linux_gaming/comments/sd7yup/how_can_i_fully_install_vulkan_in_my_intel_hd_4000/
I did not bother to look into exactly why, but that can be a mix of what the Linux drivers for the integrated GPU support and what operations the hardware actually physically supports.
Who cares if it’s the default? If it’s the best tool, use it.
It’s silly to have a reason for “going Rust” be the build system, especially in the context of something as new as a WASM context where basically any project is going to be green field or green field adjacent.
And that’s a feature not a bug; it gets incredibly tedious to unwrap or forward manually at every level.
You can do this in C++ https://en.cppreference.com/w/cpp/utility/expected (and as I said, if you feel so inclined, turn off exceptions entirely); it’s just not the “usual” way of doing things.