There are lots of discussions in the last few weeks about the exact same topic. This video was posted 2 times with the short and now with the long YouTube URL. None are flagged or death. It seems your conspiracy meter is of the hook.
I am sorry if my post made you feel this way. I was simply stating that I noticed that all the related news where being deleted, but no intel related story was on the front page. It seems that I simply missed them.
Talks appear in the public calendar after speakers confirm their attendance. So the way it works is that organizers plan the full day, emails are sent to all speakers and then the presentation slowly appear on the table, one by one, as confirmations trickle in.
It feels like the "for enthusiasts" branding is really just marketing for those less in the know who want to get something because it's targeted at experts. Somewhat similar to the now-prolific superficial "pro" branding on spec-bump higher tiers of the same "non-pro" products.
"For Enthusiasts" is a calling beacon for those not in the know. "I want to have the best of the best, but don't know what that is" are then duped into buying the latest sales gimmick. Anytime someone says "who" they are targeting, it's not their target audience. They are targeting folks who want to be "who" they are targeting.
OpenGL is far more beginner friendly than Vulkan. Vulkan (along with DirectX 12) is an API designed for professional graphics programmers, whereas OpenGL is a lot more accessible and manages a lot of state for you under the hood.
And, to save you some time with debugging, use RenderDoc to debug your graphics pipeline: https://renderdoc.org/
WebGPU is worth considering. (There is a native impl called dawn for C++)
OpenGL's API has layers of old APIs embedded in it, which can make it hard to learn. It does have the advantage of more resources though.
Depends on what your prior exposure to 3D graphics is... And what you want to build in 3D.
A top down approach would be something like three.js -> webgl/webgpu/etc... That way you'll see results quickly. And you'll know how lower level graphics concepts like vertex shaders, fragment shaders etc.. fit into the picture.
Doing it with web tech might be more familiar to you and you won't get bogged down with unrelated issues like build systems, windowing libraries etc...