UWP with its XAML framework forces you to use Direct3D, there’s no way to use OpenGL efficiently - you also are forced to surrender a lot of control to the OS, for example, all Windows Store games must use Direct3D and were forced to use VSync until very recently. As a developer it means you can’t do anything cutting-edge until after both Microsoft and NVIDIA/AMD say-so and officially support some feature. This is the unfortunate consequence of UWP’s style of API sandboxing (compared to, for example, a hypervisor approach with end-user approved red-pilling). If you were Adobe it would be difficult to maintain your reputation as the leading vendor for desktop graphics and media software if you were artificially constrained by other companies who haven’t demonstrated commitment to supporting novel platforms beyond a couple of release cycles (see: WinJS, WinRT, Windows 8 XAML, etc).