Coupled with other recent news (the AMDGPU effort, 900-series firmware for kernel 4.6, ..) i'm cautiously optimistic about the future for 3D on linux - but mostly i'm cautiously optimistic at the cross-vendor adoption of Vulkan. Today a lot of enablement comes via vendor-specific tech (LiquidVR/GameWorks), and Vulkan has kept the scope open for extensions just like OpenGL did. I hope the industry has learned to avoid fragmentation after some of the horror stories from early DirectX[1].
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1. "The pixel shaders of Shader Model 1.0 were extremely specific to NVIDIA's hardware. There was no attempt made whatsoever at abstracting NVIDIA's hardware; SM 1.0 was just whatever the GeForce 3 did." -- http://programmers.stackexchange.com/a/88055
They learned it so well, that except for urban legends OpenGL isn't used at all in game consoles and if it wasn't for Apple's adoption of OpenGL ES for iOS gaming, it would have been ignored as well.
And now it has been shown the door on Apple platforms.