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The Latest Vulkan Blogs

Announcements, articles, and blurbs about Vulkan tech, conformant products, and more.

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Detroit Become Human - Quantic Dream

Part 1

Porting Detroit Become Human from PlayStation® 4 to PC

In this three part series AMD and Quantic Dream break down the process of porting the hit title Detroit Become Human to PC.

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Wolfenstein: Youngblood - MachineGames

Vulkan Ray Tracing Best Practices for Hybrid Rendering

Exploring ray tracing techniques in Wolfenstein: Youngblood

Get an in-depth look at hybrid rendering in Wolfenstein: Youngblood

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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. In this post, we will highlight a new Vulkan Sample that was added to Khronos’ sample repository which demonstrates how to use async compute.
In the world of simulation we are accustomed to dealing with both extremely large datasets and very long compute times. When you have datasets this large it can be difficult to distill this down into something that you can derive valuable insights from. This is something that has become more of a pressing issue as the simulation capabilities of Autodesk Fusion 360 have expanded.
Today, Khronos is releasing a set of Provisional Vulkan video acceleration extensions: ‘Vulkan Video’. This blog gives an overview of Vulkan’s new video processing capabilities
The new VK_KHR_synchronization2 extension includes several improvements to make Vulkan Synchronization easier to use, without major changes to the fundamental concepts
Recently, I was asked to port the software for Habitat from NAP 0.3 to 0.4 and make appropriate performance improvements with the new render engine in mind.
This blog summarizes how the Vulkan Ray Tracing extensions were developed, and illustrates how they can be used by developers to bring ray tracing functionality to their applications