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/

@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/
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.
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.
New Sample - VK_EXT_layer_settings
This sample demonstrates how to use VK_EXT_layer_settings to configure Vulkan layers directly from your application.
New update of Jean-Eudes Marvie's gaussian splatting rendering research framework #3dgs @vulkan.org nvpro-samples.github.io/vk_gaussian_...
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 […]
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.
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.