The way Qt handles accelerated 2D and 3D graphics is facing its biggest changes since Qt 5.0. Relying solely on OpenGL is not going to be sufficient in the future due to a changing graphics API landscape on desktop, mobile, and embedded platforms. Qt Quick, Qt 3D Studio, and many bits and pieces in various Qt modules are expected to migrate away from the direct usage of OpenGL and GLSL shaders, in order to enable functioning on top of Vulkan, Metal, or Direct 3D, in addition to OpenGL. The enablers for this are expected to be introduced gradually in Qt 5.14, 5.15, and 6.0. In this talk, we are going to walk through the concepts and practicalities around this work, while looking at some live demonstrations of the new graphics abstraction APIs, the shader conditioning tools, the currently work-in-progress port of Qt Quick onto the new architecture, and discussing what all this means to application developers.