Close

Marek Okon - Unsplash

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.

Learn More

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.

Learn More

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.

Learn 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 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

Find out more

Adobe has released Substance 3D Stager, a new application for laying out, lighting and rendering 3D scenes aimed at the emerging ‘virtual photography’ market previously staked out by Adobe Dimension. It includes a number of interesting features, including physics-based layout tools, readymade studio lighting rigs, and a Vulkan-based renderer capable of hardware-accelerated ray tracing. The software is available as part of Adobe’s new Substance 3D Collection, alongside Substance 3D Painter, Substance 3D Designer and Substance 3D Sampler: the new name for Substance Alchemist.
NVIDIA DLSS support for Vulkan games is now available on Proton, enabling Linux gamers to use the dedicated AI Tensor Cores of their GeForce RTX GPUs to accelerate frame rates in DOOM Eternal, No Man’s Sky, and Wolfenstein: Youngblood. Support for DLSS-enhanced DirectX titles running via Proton layered over Vulkan will arrive this Fall.
In this blog from Arm, Hans-Kristian Arntzen looks at how to implement deferred shading, a style of rendering which is still quite common. The deferred techniques have evolved over time, but the fundamental remains where a G-buffer is rendered, and lighting is computed based on that G-buffer data. This decouples geometry information from shading. Most of the innovation in the last years in the deferred space has revolved around reformulating the lighting pass, but the fundamentals remain the same.
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.
Join the conversation: