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February 9-11 | San Diego, USA

Vulkanised 2026 - Presentations Now Available!

The premier conference for Vulkan developers

Presentations available on the EVENT PAGE

Announcing the release of Vulkan 1.4

Vulkan 1.4

Khronos Streamlines Development and Deployment of GPU-Accelerated Applications. Vulkan 1.4 integrates and mandates support for many proven features into its core specification, expanding the functionality that is consistently available to developers, greatly simplifying application development and deployment across multiple platforms

Vulkan 1.4 Press Release

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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Khronos welcomes community contributions

Contributing

There are many ways community members can contribute to Vulkan ranging from joining Khronos as a member, making suggestions for the Vulkan spec via Github or contributing to the many open source software and tools projects. Here are a few pointers to how to get started:

Contributing
Khronos welcomes community contributions

Contributing

There are many ways community members can contribute to Vulkan ranging from joining Khronos as a member, making suggestions for the Vulkan spec via Github or contributing to the many open source software and tools projects. Here are a few pointers to how to get started:

    • Promoter/contributor levels: Directly influence the Vulkan spec (with voting rights)
    • Associate/Academic/Not-for-Profit levels: Advise the Working Group on future evolution topics (no voting rights)

    Find Out More

  • Khronos maintains several public GitHub repos for Vulkan - please follow the contributing and licensing guidelines listed on the repos:

    The public community can contribute via

    • Submitting issues
    • Suggesting improvements

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    • Engines
    • Frameworks
    • Libraries
    • Language bindings

    Find Out More

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 Extensions

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

Latest Extensions

Baldur's Gate 3 - Larian Studios

Vulkan Developments

Latest Extensions

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

New to Graphics Programming?

If you're just starting out in your Graphics Programming journey, we've listed a few recommended resources to help get you spun up on the basics.

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

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

Vulkan SC

The release of the Vulkan SC 1.0 specification on March 1, 2022 marked an important milestone in delivering a new generation of safety-critical APIs. Based on the Vulkan 1.2 API, Vulkan SC meets the needs of safety-critical systems to leverage the performance of modern GPUs to satisfy their graphics and compute requirements.

Events

Upcoming Events

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News

The Latest on Vulkan

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RedGamingTech's Paul sits down for this interview with Khronos Group President, Neil Trevett. They discuss a range of topics including Vulkan and the addition of Descriptor Heaps (which will be the new standard rather than the binding model), what the industry have decided around Work Graphs and work lists (especially because DX12 is pushing away from Work Graphs), Neural Rendering. Neural texture compression, RTX Mega Geometry, neural materials and how the rendering pipeline may change in the long term, including how APIs will evolve for both graphics and other technologies as hardware becomes more powerful and AI models handle more of the workloads in games.Other subjects include SLANG, Neural rendering and AI, glTF and OpenXR. While Virtual Reality hasn't been embraced so quickly by gamers, VR and Augmented Reality has its place in many other fields, and so technology such as OpenXR is going to be increasingly important.
NVIDIA has added support for VK_NV_low_latency revision 2, to enable out-of-the-box Proton support for NVIDIA Reflex in Vulkan-native games. In addition:  Fixed a bug which prevented VK_NV_low_latency2 from reducing latency on swapchains created from VK_KHR_wayland_surface and VK_KHR_display surfaces. Fixed multiple startup and alt-tab hangs that occurred with NVIDIA Smooth Motion enabled. Fixed a bug that caused a file descriptor leak when the Vulkan loader unloads libGLX_nvidia.so.0 after a call to vkDestroyInstance. Added support for the VK_EXT_cluster_acceleration_structure Vulkan extension.
Jagex's RuneScape launched an open beta of its Vulkan renderer on Windows on September 7, replacing OpenGL as the engine transitions for lower CPU overhead, better multi-threading, and improved streaming/loading performance. Android is next, with an eventual Vulkan-to-Metal translation layer for Apple platforms; OpenGL stays as a fallback for incompatible devices.
SIGGRAPH 2026 in Los Angeles delivered a clear snapshot of the future of graphics and spatial computing—and Khronos was at the center of it. The organization presented more than 20 sessions spanning hands-on courses and in-depth Birds of a Feather (BOF) discussions on neural graphics, XR, 3D assets, rendering, and real-time shading. Wednesday, July 22 served as the dedicated Khronos Developer Day, with status updates from the Vulkan, glTF, WebGL/WebGPU, OpenXR, ANARI, and Slang Working Groups, plus the Machine Learning Council, followed by a networking reception for members and guests. Click through for a full recap of activities. 
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