There's still some things that don't make it straightforward. I managed to do a bit of fractal calculations on my GPU just last week and the speed is astonishing as long as you stay in single precision territory, however:
- The code is entirely different from regular CPU rendering, in an established software, switching from one to the other isn't easy. It could, for example, be the case that fractal formulas and coloring algorithms are handled by objects that flat out can not exist in GPU render code, so it would require quite a bit of work to translate those.
- Double precision is unlocked on AMD cards, Nvidia "consumer" cards (that includes everything up to the 40-fucking-90 Ti!) will do double, but nerf the performance for no other reason than Nvidia wanting more money. The chips can do it, the just won't.
- It is extremely easy to exceed even double precision when zooming for just a few seconds.
- Even non-zoomed images can require high precision, for instance when working with very high bailouts to make stuff like exponential smoothing look nice
All that being said, that still leaves a substantial subsets of all fractals in UF that would greatly benefit from GPU support. I know there are other programs that will happily chug along on a GPU without blocking the use of the PC, like Chaotica or Fractron 9000. You have leave them rendering in the background just fine and work on something else, as long as you don't want to play a demanding game at the same time.
Personally, I would love to see it, but I kind of fear that by now UF has lost so much popularity that implementing such a labor-intensive feature might just not be worth it. On the other hand, having the UI of UF and GPU support could revive it a bit. Who knows, there's a saying in German: the last thing to die is hope. 
I am actually curious about whether it could be possible to translate UF formulas into shaders, at least the simpler ones. I have done it with my burning Mandala, the standard MB and Julia sets as well as the Burning ship with no problem, including anti-aliasing. But the program just draws them, it has zero functionality other than that. My 3900X takes about a minute to draw a julia set at 1000x1000 with good anti-aliasing (128 samples per pixel), my GTX 1070 runs the same fractal it at 15 FPS.
There's still some things that don't make it straightforward. I managed to do a bit of fractal calculations on my GPU just last week and the speed is astonishing as long as you stay in single precision territory, however:
1. The code is entirely different from regular CPU rendering, in an established software, switching from one to the other isn't easy. It could, for example, be the case that fractal formulas and coloring algorithms are handled by objects that flat out can not exist in GPU render code, so it would require quite a bit of work to translate those.
2. Double precision is unlocked on AMD cards, Nvidia "consumer" cards (that includes everything up to the 40-fucking-90 Ti!) will do double, but nerf the performance for no other reason than Nvidia wanting more money. The chips can do it, the just won't.
3. It is extremely easy to exceed even double precision when zooming for just a few seconds.
4. Even non-zoomed images can require high precision, for instance when working with very high bailouts to make stuff like exponential smoothing look nice
All that being said, that still leaves a substantial subsets of all fractals in UF that would greatly benefit from GPU support. I know there are other programs that will happily chug along on a GPU without blocking the use of the PC, like Chaotica or Fractron 9000. You have leave them rendering in the background just fine and work on something else, as long as you don't want to play a demanding game at the same time.
Personally, I would love to see it, but I kind of fear that by now UF has lost so much popularity that implementing such a labor-intensive feature might just not be worth it. On the other hand, having the UI of UF and GPU support could revive it a bit. Who knows, there's a saying in German: the last thing to die is hope. :)
I am actually curious about whether it could be possible to translate UF formulas into shaders, at least the simpler ones. I have done it with my burning Mandala, the standard MB and Julia sets as well as the Burning ship with no problem, including anti-aliasing. But the program just draws them, it has zero functionality other than that. **My 3900X takes about a minute to draw a julia set at 1000x1000 with good anti-aliasing (128 samples per pixel), my GTX 1070 runs the same fractal it at 15 FPS. :D**