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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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The essential resources for Vulkan development

Key Resources

Thanks to the support of the Khronos membership and our passionate developer community, there is a full set of well-supported developer information and educational resources to help quickly get you up and running with your Vulkan application development.

Key Resources

SUPERHOT: MIND CONTROL DELETE - SuperHot

The essential resources for Vulkan development

Key Resources

Thanks to the support of the Khronos membership and our passionate developer community, there is a full set of well-supported developer information and educational resources to help quickly get you up and running with your Vulkan application development.

  • Khronos provides a collection of Vulkan Samples and resources that run in a unified environment to maximise ease of use and testing of certain Vulkan features or extensions.

    Many of the samples run across all platforms with some showcasing features that are platform specific.

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  • The Vulkan Guide is designed to help developers get up and going with the world of Vulkan. It is aimed to be a light read that leads to many other useful links depending on what a developer is looking for.

    All information is intended to help better fill the gaps about the many nuances of Vulkan.

    We encourage developers to see this as a map of the API that provide a clear breakdown of the structure and interconnectivity of Vulkan.

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The most popular tutorials for getting started

Vulkan Tutorials

Vulkan is by design a low-level API that removes many of the abstractions found in previous generation graphics APIs. This is great for delivering maximum performance, but has the side effect of exposing more complexity to the developer. Fortunately, several excellent tutorials exist to help clear this hurdle and get productive quickly.

Vulkan Tutorials

NAP Framework - Naivi.nl

The most popular tutorials for getting started

Vulkan Tutorials

Vulkan is by design a low-level API that removes many of the abstractions found in previous generation graphics APIs. This is great for delivering maximum performance, but has the side effect of exposing more complexity to the developer. Fortunately, several excellent tutorials exist to help clear this hurdle and get productive quickly.

  • New to Vulkan? This Vulkan tutorial will teach you the basics of using the Vulkan graphics and compute API.

    The ideas behind Vulkan are similar to those of Direct3D 12 and Metal, but Vulkan has the advantage of being fully cross-platform and allows you to develop for Windows, Linux and Android at the same time.

    Come take the tour to start familiarizing yourself with this powerful graphics API can deliver outstanding performance no matter what you are developing for.

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  • Sascha has developed a comprehensive collection of open source C++ examples for Vulkan, the new generation graphics and compute API from Khronos.

    These are a great way to get familiar with the basics of Vulkan from drawing your first triangle to learning many of the key constructs of the API (pipelines, descriptor sets, render passes, and much more).

    These samples are an even more effective resource when used alongside the Vulkan Samples.

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  • For some good perspective on how to think about Vulkan and the steps needed to get proficient, check out this blog by Jeremy Young.

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  • LunarG has created a Tutorial that walks through the steps to create a simple Vulkan program. Each tutorial section corresponds directly to a sample program included with the tutorial.

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  • For those who have a good grounding in existing APIs (e.g. D3D11 and GL) and understand the concepts of multithreading, staging resources and synchronisation but want to know how to implement these with Vulkan.

    The RenderDoc team provides us with a whirlwind tour of what the main Vulkan concepts look like.

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  • Vulkan’s barrier system is unique as it not only requires you to provide what resources are transitioning, but also specify a source and destination pipeline stage.

    This allows for more fine-grained control of when a transition is executed. However, you can also leave quite a lot of performance on the table if you just use the simple method. This tutorial will cover how to handle this properly.

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  • AMD sponsored GPUOpen provides a set of resources to help you learn about Vulkan's low-level graphics APIs for creating games and other graphics applications.

    It also includes a number of developer case studies on developing with and porting to Vulkan.

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  • The goal of this guide is to understand Vulkan correctly, and act as a stepping stone for then working in your own projects.

    With a focus around dynamic rendering, this guide is intended to act as a strong base code for a game engine

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  • Arseny Kapoulkine covers a wide range of topics in this break down of Vulkan performance. Originally part of the GPU Zen 2 book this section is now available for free and a must read for developers looking to squeeze the most out of Vulkan.

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  • Brendan Galea has created a nice set of video tutorials that walk developers through a number of Vulkan technical topics including introdcutory topics like opening a window to more advanced topics like Fragment Interpolation, Pipeline Setup, Swap Chains, Push Constants, etc.

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Guides to best practice Vulkan development

Vulkan Best Practice

Here you'll find guidelines and tips for how to get the best performance from your target platform direct from the hardware manufacturer.

Vulkan Best Practice

Half-Life: Alyx - Valve

Guides to best practice Vulkan development

Vulkan Best Practice

Here you'll find guidelines and tips for how to get the best performance from your target platform direct from the hardware manufacturer.

The latest educational and case study blogs

Blogs

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Alongside my latest papers I released the underlying renderer as open source. It is a real-time deferred renderer with ray traced shadows based on Vulkan and written in C. I'm writing this blog post series in hopes that others may learn from it as well. And maybe some others want to toy with this code base.
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.
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