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Maximum Flexibility & Performance

Cross Platform 3D Graphics

Vulkan is a next generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in PCs, consoles, mobile phones and embedded platforms.

Hades - Supergiant Games

Now Available with Vulkan on PC & Nintendo Switch

Hades

Hades is a multi award winning rogue-like dungeon crawler in which you defy the god of the dead as you hack and slash your way out of the Underworld of Greek myth.

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Half Life: Alyx - Valve

Vulkan for VR

Half-Life: Alyx

Half-Life: Alyx is Valve’s VR return to the Half-Life series. It’s the story of an impossible fight against a vicious alien race known as the Combine, set between the events of Half-Life and Half-Life 2. Playing as Alyx Vance, you are humanity’s only chance for survival.

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Path of Exile - Grinding Gear Games

Available on PC and macOS with Vulkan

Path of Exile

Path of Exile is a free-to-play online Action RPG set in the dark fantasy world of Wraeclast. Available on PC, macOS with Vulkan.

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Vulkan Platform Support

Vulkan is a cross-platform industry standard enabling developers to target a wide range of devices with the same graphics API.

Vulkan Developments

Latest Vulkan API Extensions and Additions

Vulkan is constantly evolving to bring new capabilities and improvements to the API. Here are some of the most recent developments

Latest Vulkan API Extensions and Additions

Baldur's Gate 3 - Larian Studios

Vulkan Developments

Latest Vulkan API Extensions and Additions

Vulkan is constantly evolving to bring new capabilities and improvements to the API. Here are some of the most recent developments

Marek Okon - Unsplash

Community

Join Our Community

There are several ways to follow the latest Vulkan developments, get questions answered and make suggestions for improvement.

You'll find thriving Vulkan community discussions on several forums and social media platforms below. It's a great way to get involved!

Latest project

Vulkan® Portability™ aims to counter platform fragmentation by encouraging layered implementations of Vulkan functionality over Metal, DX12 and other APIs. Vulkan Portability enables Vulkan applications to be reliably deployed across diverse platforms

Latest project

Work has started to create open, royalty-free API standards based on the existing Vulkan API specification to enable safety critical industries. If your company is involved in building safety critical systems, and you need to deploy GPU acceleration - you are invited to join Khronos to participate in the creation and evolution of this important open standard that could enable your business!

News

The Latest on Vulkan

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Asynchronous compute is a trend that has proven itself to be an effective optimization technique, but it is somewhat difficult pinning down how to apply it. This idea started its life on last generation console hardware but has since been made available on modern graphics APIs like Vulkan and D3D12. It is now part of a graphics programmer’s toolbox. In this blog, Arm highlights a new Vulkan Sample that was added to Khronos’ sample repository which demonstrates how to use async compute.
In their recently released update, Valve’s Left 4 Dead 2 is getting Vulkan rendering support by leveraging DXVK to convert Direct3D calls to Vulkan. This update also brings many bug fixes, controller handling enhancements and more.
Diligent Engine is a modern, cross-platform, low-level graphics library and rendering framework that supports Vulkan, OpenGL/GLES, D3D11, D3D12, and Metal. The latest release 2.5 adds a number of major improvements: Pipeline resource signatures, an abstraction over descriptor set layouts, enable applications to define explicit shader resource layouts that allow sharing shader resources between different pipeline states without the need to rebind them. Multiple immediate contexts enable async compute and parallel rendering. Ray queries is a powerful extension to ray tracing that allows casting rays from regular shaders (pixel, compute, etc.). Wave operations enable sharing data between threads in one shader thread group. Memoryless framebuffer attachments enable memory savings on mobile platforms. A new tutorial demonstrates how to implement a simple hybrid renderer that combines rasterization with ray tracing. Starting with this release, the API will be much more stable with very few breaking changes expected in the future.
In this Collabora blog post, Rohan Garg explores the new, low overhead extension in Mesa allowing OpenGL and Vulkan applications to talk to each other, bringing more flexibility to application developers while easing the transition path between the industry-standard Khronos APIs.
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