The Vulkan Working Group reposted
Thanks to a substantial contribution, my #Vulkan open source C++ samples @vulkan.org now also support the OpenHarmony platform. Open source is a wonderful thing :) github.com/SaschaWillem...
The Vulkan Working Group
@vulkan.org
Vulkan is a cross-platform industry standard enabling developers to target a wide range of devices with the same graphics API. Official bsky account. 🦋 Official account: https://vulkan.org/
604 followers240 following72 posts
The Vulkan Working Group reposted
Thanks to a substantial contribution, my #Vulkan open source C++ samples @vulkan.org now also support the OpenHarmony platform. Open source is a wonderful thing :) github.com/SaschaWillem...
New Vulkan Sample: Pipeline Binary. Learn how VK_KHR_pipeline_binary lets you capture, save and reload driver pipeline binaries to cut shader compilation hitches, with a built-in timing comparison. docs.vulkan.org/samples/late... #Vulkan #GraphicsProgramming #GameDev #GPU #programming
New Sample - Shader Quad Control Shader Quad Control. See how VK_KHR_shader_quad_control lets fragment shaders share values across 2x2 quads for more stable derivatives and texture LOD. Check it out: docs.vulkan.org/samples/late... #Vulkan #GraphicsProgramming #GPU #Shaders
New Sample – Descriptor Heap This sample renders textured cubes to demonstrate VK_EXT_descriptor_heap, which replaces the traditional descriptor set and pool workflow with a memory-centric one where descriptor data is written directly into heap memory. docs.vulkan.org/samples/late... #vulkan #code
New Sample - Swapchain Present Timing The sample queries past presentation timing information and uses the last known display time along with the swapchain’s refresh cycle duration to predict when the next frame should be presented. docs.vulkan.org/samples/late... #vulkan #sample #swapchain
New Sample - VK_EXT_layer_settings This sample demonstrates how to use VK_EXT_layer_settings to configure Vulkan layers directly from your application. docs.vulkan.org/samples/late...
The Vulkan Working Group reposted
#Vulkan Hardware Capability Viewer 4.13 released @vulkan.org . Better late than never, this version adds support for additional format feature flags introduced with VK_KHR_format_feature_flags2. Note that the database will need some time to catch up. Download at vulkan.gpuinfo.org/download.php
The Vulkan Working Group reposted
New update of Jean-Eudes Marvie's gaussian splatting rendering research framework #3dgs @vulkan.org nvpro-samples.github.io/vk_gaussian_...
The Vulkan Working Group reposted
New Sample - Rendering an OctMap In this new sample, we demonstrate several advanced Vulkan techniques working together: - Octomap instanced rendering — dynamically display a voxel occupancy map generated by ARKit SLAM using GPU instancing. - Gaussian Splat rendering — render the same scene as […]
The Vulkan Working Group reposted
What would it take to bring Mesa’s open source Vulkan driver for AMD GPUs to Windows? RADV’s experimental Windows port is moving closer to real workloads, while highlighting a key challenge ahead: a stable interface to AMD’s proprietary kernel driver: col.la/portradv @vulkan.org #RADV #Mesa
The Vulkan Working Group reposted
@vulkan.org #Vulkan Hardware Capability Viewer 4.12 has been released. This version adds support for new extensions and also makes sure instance extensions that device extensions depend on are supported. Download available at vulkan.gpuinfo.org/download.php
A focused course aimed at one very specific ray tracing performance problem: alpha-tested geometry. Foliage, chain-link fences, and hair force the GPU to run an any-hit shader on every BVH intersection, and that cost explodes exactly where scenes look best. docs.vulkan.org/tutorial/lat... #vulkan
The Vulkan Working Group reposted
SIGGRAPH 2026 is well underway and we just held the Khronos Fast Forward to a great crowd! There's plenty left! Check-out our event's page for full list of Khronos activities: www.khronos.org/events/siggr... #Siggraph2026 #Khronos
This series is about "Collaborative Engineering" — using AI deliberately and rigorously, not just autocomplete. It sets up an AI-enhanced toolchain, teaches you to pick and specialize models for graphics work, and shows where multimodal vision models can be trusted. docs.vulkan.org/tutorial/lat...
Vulkan's hardest topic, rebuilt around the modern standard. This series replaces legacy 1.0 barrier soup with `vk::DependencyInfo` and timeline semaphores, then uses that foundation to architect an engine-grade frame loop. docs.vulkan.org/tutorial/lat... #vulkan #gpu #cpu #synchronization
New Tutorial - OpenXR and Vulkan 1.3 Spatial Computing Walking from the OpenXR/Vulkan 1.3 handshake all the way to multi-GPU CAVE installations and light-field rendering — everything needed to ship real spatial computing applications. docs.vulkan.org/tutorial/lat... #Vulkan #OpenXR #spatial #3D
*From rigged mesh to a living, physically-simulated character* New Advanced glTF tutorial series: GPU compute skinning, ragdoll physics, procedural IK, and bindless facial morph targets — a real production pipeline, not just a demo scene. docs.vulkan.org/tutorial/lat... #Vulkan #glTF #GameDev
Vulkanised 2027, the 9th Vulkan Developer Conference, heads to Kortrijk, Belgium on February 8–10, 2027, hosted by HOWEST University of Applied Sciences. Call for Submission is now open. Learn more: vulkan.org/events/vulka... #Vulkanised2027 #Vulkan #GraphicsProgramming #GPU #CallForSubmissions
The Vulkan Working Group reposted
If you're at SIGGRAPH 2026, don't miss the Real-Time Shading BOF — Tuesday, July 21, 1:00–3:00 PM PDT, Room 518 Special guest speaker, Ken Perlin, will be presenting, "The birth of Procedural Shaders." Don't miss it! […] [Original post on fosstodon.org]
The Vulkan Working Group reposted
*Run trained neural networks on the GPU — your way, your pipeline.* A pragmatic, three-path series: integrate battle-tested libraries (TensorFlow Lite, ONNX Runtime, PyTorch Mobile, DirectML), compile models through an ML compiler (IREE, TVM, OpenXLA), or […] [Original post on fosstodon.org]
Vulkan is deprecating host-side ray tracing acceleration structure build commands in favor of a single, device-address-based path. This aligns #Vulkan Ray Tracing with the direction of DirectX Raytracing, modern engine architecture, and hardware trends. www.khronos.org/blog/vulkan-... #RayTracing
The Vulkan Working Group reposted
"Unlock the GPU as a general-purpose engine, not just a rasterizer." This series takes you past `vkCmdDispatch` and into how compute actually executes on real hardware — occupancy, latency hiding, the Vulkan memory model, and subgroup operations that let […] [Original post on fosstodon.org]
The Vulkan Working Group reposted
We are live at #AWE2026! Come see us in Booth #1041 and talk to us about the latest news for glTF, OpenXR, Vulkan and the OMBI Sneeze metaverse browser. We also have cool luggage tags you can pick up. Learn more about Khronos' activities at AWE: www.khronos.org/events/highl... #glTF #OpenXR #Vulkan
Optimizing Vulkan for tile-based GPUs? The Vulkan Guide's Tile Based Rendering (TBR) best practices page is a great resource. Full guide: docs.vulkan.org/guide/latest... #Vulkan #GPU #Programming #GameDev
A new tutorial from Etay Meiri is out: youtu.be/HmA0ytPjbK0 In this video he describes Specialization Constants in Vulkan.
LunarG's white paper, Configuring Vulkan Layers, has been updated for Vulkan SDK 1.4.335 and newer, bringing greater consistency, easier discovery of layer features, & smoother workflows for developers working with validation, profiles, extensions, and utility layers. www.lunarg.com/updated-conf...
The Vulkan Working Group reposted
Wildly neat work from @khronos.org doing a variety of video codecs in compute shaders. Big variety of interesting formats here, many "mezzanine" compression, high quality semi-realtime for av production. Example: Samsung APV. www.khronos.org/blog/video-e...
Learn how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required. Learn more: www.khronos.org/blog/video-e... #Vulkan #FFmpeg #GPUCompute #ProRes #FFv1 #APV #VC2
The Vulkan Working Group reposted
Just released a substantial update to the @vulkan.org #Vulkan hardware database at vulkan.gpuinfo.org.with this update, performance should improve a lot and with that also site availability. You can read up on the changes at www.saschawillems.de/blog/2026/03...
The Vulkan Working Group reposted
SPIR-V 1.6 Revision 7 has been released. See change log: registry.khronos.org/SPIR-V/specs... #SPIRV #vulkan #GPUProgramming #GPU #GraphicsProgramming
The Vulkan Working Group has published, Building a Simple Game Engine, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development. Learn more: www.khronos.org/blog/new-vul... #vulkan #tutorial #programming #gpu #gameengine
The Vulkan Working Group reposted
ICYMI: Weston 15.0 is out now. It brings a new Lua-based shell for fully customizable window management, an experimental Vulkan renderer, and a wide range of improvements across color handling, media playback, and display performance. col.la/weston15 #Weston #Wayland #OpenSource @vulkan.org
The Vulkan Working Group reposted
If you wanna know if #Vulkan @vulkan.org is the right graphics api for hobby developers (tl;dr: yes), you might find an answer in my #Vulkanised 2026 talk: www.youtube.com/watch?v=Eshk...
The Vulkan Working Group reposted
Another step towards vibrant visuals https://www.minecraft.net/en-us/article/another-step-towards-vibrant-visuals-for-java-edition
We are excited to share that the session videos and presentation slides from Vulkanised 2026 are now available online! All files linked on the event page: vulkan.org/events/vulka... Huge thanks to all the speakers, organizers, sponsors, and contributors! #Vulkan #API #Graphics #Developer #GPU
The Vulkan Working Group reposted
Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...
The Vulkan Working Group reposted
@vulkan.org #Vulkan Hardware Capability viewer 4.11 released. This version adds support for several new extensions, incl. VK_EXT_descriptor_heap. vulkan.gpuinfo.org/download.php
In this blog, Vulkan Strategy Officer, Tobias Hector, explains how the new extension fundamentally changes how Vulkan applications interact with descriptors. The working group is looking for feedback before making it part of the core specification. Learn more: khr.io/1n5 #vulkan #gpu #programming
Register now for Vulkanised 2026, the largest event dedicated to developers using the Vulkan API, and bring your questions to be answered by our world-leading panel of experts! Explore the agenda and register today: vulkan.org/events/vulka... #vulkan #api #Vulkanised2026 #graphics #developer
Early Bird pricing for Vulkanised 2026 ends on January 18. Register now to attend the largest event dedicated to developers using the Vulkan API. vulkan.org/events/vulka... #Vulkanised2026 #Vulkan #API #graphics #GPU
The Vulkan Working Group reposted
Guess who's got too many testicles and just learned they don't have to rewrite this whole thing a second time in Metal? That's right, it's ya droid. Thanks! @vulkan.org
The Vulkan Working Group reposted
My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.
The Vulkan Working Group reposted
I published some notes about @vulkan.org's new VK_EXT_custom_resolve extension and the work I did at @igalia.com related to it. More info here: rg3.name/202511262000...
Newly released VK_EXT_present_timing extension combines two fundamental features: -The ability to receive timing feedback about previous presentation requests -The ability to explicitly specify a target presentation time for each request Learn more: khr.io/1m8 #vulkan
The Vulkan Working Group reposted
Valve’s announcements last week about their new hardware were particularly welcome here at Igalia: a lot of our work will be in those machines. From translation layers to better frame rates and longer battery life, we’ve helped @valvesoftware.com push gaming forward. www.igalia.com/2025/11/help...
The Khronos Group has announced that Shader Execution Reordering in #Vulkan has advanced from a vendor-specific extensionto a multi-vendor Vulkan extension, reducing issues with divergence in ray tracing workloads. Learn more: www.khronos.org/blog/boostin... #ray #tracing #shader
The Khronos Group has announced that Shader Execution Reordering in #Vulkan has advanced from a vendor-specific extensionto a multi-vendor Vulkan extension, reducing issues with divergence in ray tracing workloads. Learn more: www.khronos.org/blog/boostin... #ray #tracing #shader
The Vulkanised 2026 program has been released! The 2026 program includes keynote presentations & technical talks spanning a wide range of topics that matter to everyone using Vulkan Explore the program and register today! vulkan.org/events/vulka... #vulkan #api #programming #gpu #raytracing