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Vulkan

@vulkan@fosstodon.org
mastodon 4.7.3
  • Open on fosstodon.org

API for High-efficiency Graphics and Compute on GPUs

976 Followers
295 Following
15 Posts
Joined January 06, 2023
Vulkan.org:
https://vulkan.org/
Open post
Vulkan @vulkan@fosstodon.org
· 7mo ago

The Vulkan Working Group has published, Building a Simple Game Engine, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development.

Learn more: https://www.khronos.org/blog/new-vulkan-game-engine-tutorial-build-your-own-production-ready-rendering-engine?utm_medium=social&utm_source=fosstodon&utm_campaign=game_engine&=
#vulkan #tutorial #programming #gpu #gameengine

New Vulkan Game Engine Tutorial: Build Your Own Production-Ready Rendering Engine
The Khronos Group

New Vulkan Game Engine Tutorial: Build Your Own Production-Ready Rendering Engine

The Vulkan Working Group at Khronos has published Building a Simple Game Engine, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development. The series builds on the Core Vulkan Tutorial, guiding you through architectural principles and design patterns purpose-built for Vulkan-based rendering engines — helping you design clean, modular systems that scale with your project.

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Open post
Vulkan @vulkan@fosstodon.org
· 6mo ago

New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.

Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.

Learn more: https://www.khronos.org/blog/video-encoding-and-decoding-with-vulkan-compute-shaders-in-ffmpeg?utm_medium=social&utm_source=mastodon&utm_campaign=FFmpeg_Video&utm_content=blog
#Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG

Video Encoding and Decoding with Vulkan Compute Shaders in FFmpeg
The Khronos Group

Video Encoding and Decoding with Vulkan Compute Shaders in FFmpeg

In this blog we explore how FFmpeg uses Vulkan Compute to seamlessly accelerate encoding and decoding of even professional-grade video on consumer GPUs — unlocking GPU compute parallelism at scale, without specialized hardware. This approach complements Vulkan Video's fixed-function codec support, extending acceleration to formats and workflows it doesn't cover.

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Open post
Vulkan @vulkan@fosstodon.org
· 5mo ago

Optimizing Vulkan for tile-based GPUs? The Vulkan Guide's TBR best practices page is a great resource.

The core idea: keep data on-chip.

Quick wins:
- Set loadOp/storeOp correctly on render pass attachments
- Mark depth/stencil as DONT_CARE if you don't need them after the pass
- Use compact pixel formats to fit more data per tile
- Separate vertex positions from other attributes to speed up the binning pass

Full guide: https://docs.vulkan.org/guide/latest/tile_based_rendering_best_practices.html
#Vulkan #GPU #Programming #GameDev

docs.vulkan.org

Tile Based Rendering (TBR) Best Practices :: Vulkan Documentation Project

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Open post
Vulkan @vulkan@fosstodon.org
· 2mo ago

Stop guessing at barriers. Start reasoning about dependencies.

Vulkan's hardest topic, rebuilt around the modern standard. This series replaces legacy 1.0 barrier soup with vk::DependencyInfo and timeline semaphores, then uses that foundation to architect an engine-grade frame loop.

https://docs.vulkan.org/tutorial/latest/Synchronization/introduction.html #vulkan #gpu #cpu #synchronization

docs.vulkan.org

Synchronization 2: Mastering the GPU/CPU Handshake :: Vulkan Documentation Project

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Open post
Vulkan @vulkan@fosstodon.org
· 7mo ago

Happy birthday Vulkan!

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Open post
Vulkan @vulkan@fosstodon.org
· 8mo ago

Today the Vulkan Working Group has released two important updates to the API and ecosystem: an entirely new Descriptor system and the Vulkan Roadmap 2026 Milestone. Initial support for these features is expected in the next Vulkan SDK release planned for Q1 2026.

These new features and more will be discussed at the forthcoming Vulkanised 2026 conference, taking place in San Diego on February 9-11.

https://khr.io/1mj
#vulkan #api #programming #roadmap #gpu

Vulkan Introduces Roadmap 2026 and New Descriptor Heap Extension
The Khronos Group

Vulkan Introduces Roadmap 2026 and New Descriptor Heap Extension

The Khronos Vulkan API is in continuous development, and today the Vulkan Working Group has released two important updates to the API and ecosystem: an entirely new Descriptor system and the Vulkan Roadmap 2026 Milestone. These new features and more will be discussed at the forthcoming Vulkanised 2026 conference, taking place in San Diego on February 9-11.

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Open post
Vulkan @vulkan@fosstodon.org
· 8mo ago

Vulkan has completely revamped the Vulkan subsystem with the release of the VK_EXT_descriptor_heap extension. In this blog, Vulkan Strategy Officer, Tobias Hector, explains how the new extension fundamentally changes how Vulkan applications interact with descriptors. The working group is looking for feedback before making it part of the core specification.

Learn more: https://khr.io/1n6
#vulkan #subsystem #programming #developer #gpu

Simplifying Vulkan One Subsystem at a Time
The Khronos Group

Simplifying Vulkan One Subsystem at a Time

When those of us in the Vulkan® working group want to modify the API—whether it’s a new hardware feature to expose, a new use case we want to address, or even just a gap in the spec we want to address—we have one invaluable tool that we make heavy use of: extensions! Extensions are a wonderful way for us to get improvements to the Vulkan API out to developers without waiting for a new core version. They let vendors expose novel functionali

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Open post
Vulkan @vulkan@fosstodon.org
· 10mo ago

Newly released VK_EXT_present_timing extension combines two fundamental features:

-The ability to receive timing feedback about previous presentation requests
-The ability to explicitly specify a target presentation time for each request

Learn more: https://khr.io/1m8
#vulkan

VK_EXT_present_timing: the Journey to State-of-the-Art Frame Pacing in Vulkan
The Khronos Group

VK_EXT_present_timing: the Journey to State-of-the-Art Frame Pacing in Vulkan

Real-time graphics evolved quickly through the 1990s and 2000s, but developers struggled with one persistent bottleneck: precise control over when frames appeared on screen. Early APIs like OpenGL relied on opaque buffer-swapping behavior that made smooth frame pacing difficult, often causing choppy motion even at high frame rates. Modern APIs introduced swapchains to improve throughput, yet still prioritized raw FPS over accurate presentation ti

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Open post
Vulkan @vulkan@fosstodon.org
· 6mo ago

LunarG's white paper, Configuring Vulkan Layers, has been updated for Vulkan SDK 1.4.335 and newer. This comprehensive guide serves as the go-to reference for configuring Vulkan layers. The new update brings greater consistency, easier discovery of layer features, and smoother workflows for developers working with validation, profiles, extensions, and utility layers in the Vulkan ecosystem.

https://www.lunarg.com/updated-configuring-vulkan-layers-white-paper/
#vulkan #programming #GPU @lunarginc@bird.makeup

UPDATED! Configuring Vulkan Layers White Paper - LunarG
LunarG

UPDATED! Configuring Vulkan Layers White Paper - LunarG

Christophe Riccio of LunarG has updated Configuring Vulkan Layers white paper. Download this valuable reference as a white paper now!

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Open post
Vulkan @vulkan@fosstodon.org
· 6mo ago

A new tutorial from Etay Meiri is out: https://www.youtube.com/watch?v=HmA0ytPjbK0

In this video he demonstrates how to use Specialization Constants in Vulkan.

Specialization Constants // Vulkan For Beginners #29

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Open post
Vulkan @vulkan@fosstodon.org
· 8mo ago

Register now for Vulkanised 2026, the largest event dedicated to developers using the Vulkan API, and bring your questions to be answered by our world-leading panel of experts!

Explore the agenda and register today: https://vulkan.org/events/vulkanised-2026
#vulkan #api #Vulkanised2026 #graphics #developer #programming

Vulkanised 2026 | Vulkan | Cross platform 3D Graphics
vulkan.org

Vulkanised 2026 | Vulkan | Cross platform 3D Graphics

Vulkanised is the largest event dedicated to developers using the Vulkan API and is a unique technical event that brings the Vulkan developer community together to exchange ideas, solve problems and help steer the future development of the Vulkan API and ecosystem.

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Open post
Vulkan @vulkan@fosstodon.org
· 10mo ago

The Khronos Group has announced that Shader Execution Reordering in #Vulkan has advanced from a vendor-specific extension to a multi-vendor Vulkan extension, reducing issues with divergence in ray tracing workloads.

Learn more: https://www.khronos.org/blog/boosting-ray-tracing-performance-with-shader-execution-reordering-introducing-vk-ext-ray-tracing-invocation-reorder
#ray #tracing #shader

Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder
The Khronos Group

Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder

Today, we’re excited to share that Shader Execution Reordering in Vulkan has advanced from a vendor-specific extension, VK_NV_ray_tracing_invocation_reorder, to a multi-vendor Vulkan extension, VK_EXT_ray_tracing_invocation_reorder. Now, this powerful optimization technique can be used across vendors and APIs with similar SER support in Microsoft’s Shader Model 6.9.

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Open post
Vulkan @vulkan@fosstodon.org
· 9mo ago

Khronos Group Welcomes Lisuan Technology as Contributor Member

Lisuan Technology is a company dedicated to the research and development of graphics rendering GPUs. Founded by leading figures in the GPU industry, it possesses capabilities in large-scale chip R&D, top-level architecture design, software stack design, and mass production. They are interested in #OpenCL, #OpenGL, #OpenGLES, #Vulkan, #WebGL, #SPIR, and #OpenXR.
https://www.lisuantech.com/

砺算科技

砺算科技

砺算科技是一家研发真正国产替代TrueGPU™的公司,由拥有超20年主导GPU芯片研发的行业领军专家创立。砺算科技专注自研架构、自有知识产权,正在打造对标国际主流产品的国产GPU芯片,实现端、云、边的高性能图形渲染。

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Open post
Vulkan @vulkan@fosstodon.org
· 6mo ago

Arm has done some major upgrades to Frame Advisor, a free suite of profiling and performance analysis tools for Arm CPUs and GPUs. The new updates significantly improves capture reliability, correctness, and long-term scalability for complex Vulkan workloads.

https://developer.arm.com/community/arm-community-blogs/b/mobile-graphics-and-gaming-blog/posts/frame-advisor-a-major-upgrade-to-vulkan-capture

developer.arm.com

Arm Community

ARM Community Site

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Open post
Vulkan @vulkan@fosstodon.org
· 9mo ago

Early Bird pricing for Vulkanised 2026 ends on January 18. Register now to attend the largest event dedicated to developers using the Vulkan API. Learn from leading Vulkan experts and gain real-world insights into the latest Vulkan developments, extensions, applications, techniques, technologies, and tools.
https://vulkan.org/events/vulkanised-2026
#Vulkanised2026 #Vulkan #API #graphics #GPU

Vulkanised 2026 | Vulkan | Cross platform 3D Graphics
vulkan.org

Vulkanised 2026 | Vulkan | Cross platform 3D Graphics

Vulkanised is the largest event dedicated to developers using the Vulkan API and is a unique technical event that brings the Vulkan developer community together to exchange ideas, solve problems and help steer the future development of the Vulkan API and ecosystem.

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