Vulkan (API)




















Vulkan

Vulkan API logo.svg
Developer(s)
Khronos Group
Initial release
February 16, 2016; 2 years ago (2016-02-16)[1]

Stable release
1.1.83 (August 13, 2018; 13 days ago (2018-08-13)[2]) [±]

Written in
C[3]
Operating system
Android, iOS, Linux, Windows, Nintendo Switch,[4][5][6]Tizen[7][8]
Platform
Cross-platform
Type
3D graphics and compute API[9]
Website
www.khronos.org/vulkan

Vulkan is a low-overhead, cross-platform 3D graphics and compute API. Vulkan targets high-performance realtime 3D graphics applications such as video games and interactive media across all platforms. Compared with OpenGL and Direct3D 11, and like Direct3D 12 and Metal, Vulkan is intended to offer higher performance and more balanced CPU/GPU usage. Other major differences from Direct3D 11 (and prior) and OpenGL are Vulkan being a considerably lower level API and offering parallel tasking. Vulkan also has the ability to render 2D graphics applications;[10] however, it is generally best suited for 3D. In addition to its lower CPU usage, Vulkan is also able to better distribute work among multiple CPU cores.[11] In general, Vulkan is said to induce anywhere from a marginal to polynomial speedup in runtime relative to other APIs if implemented properly on the same hardware.


Vulkan was first announced by the non-profit Khronos Group at GDC 2015.[9][12][13] The Vulkan API was initially referred to as the "next generation OpenGL initiative", or "OpenGL next"[14] by Khronos, but use of those names was discontinued once the Vulkan name was announced.[15] Vulkan is derived from and built upon components of AMD's Mantle API, which was donated by AMD to Khronos with the intent of giving Khronos a foundation on which to begin developing a low-level API that they could standardize across the industry, much like OpenGL.[16][9][17][18][19][20][21]




Contents





  • 1 Features

    • 1.1 Planned features



  • 2 History

    • 2.1 2015


    • 2.2 2016


    • 2.3 2017


    • 2.4 2018

      • 2.4.1 Open-sourcing of MoltenVK


      • 2.4.2 Vulkan 1.1




  • 3 Software that supports Vulkan

    • 3.1 Video games


    • 3.2 Game console emulators


    • 3.3 Game engines


    • 3.4 Rendering engines


    • 3.5 Development tools


    • 3.6 OS components



  • 4 Compatibility


  • 5 See also


  • 6 Notes


  • 7 References


  • 8 Further reading


  • 9 External links




Features




OpenGL and Vulkan are both rendering APIs, in both cases the GPU executes shaders while the CPU executes everything else.


Vulkan is intended to provide a variety of advantages over other APIs as well as its predecessor, OpenGL. Vulkan offers lower overhead, more direct control over the GPU, and lower CPU usage.[13] The overall concept and feature set of Vulkan is similar to Direct3D 12, Metal and Mantle.


Intended advantages of Vulkan over previous-generation APIs include:


  • Vulkan API is well suited for high-end graphics cards as well as for graphics hardware on mobile devices (OpenGL has a specific subset for mobile devices called OpenGL ES; it's still an alternative API in Vulkan supporting devices).

  • In contrast to Direct3D 12, Vulkan is available on multiple modern operating systems; like OpenGL, the Vulkan API is not locked to a single OS or device form factor. As of release, Vulkan runs on Android, Linux, Tizen, Windows 7, Windows 8, and Windows 10 (freely licensed[22][23][24] third-party support for iOS and macOS[25] is also available)

  • Reduced driver overhead, reducing CPU workloads.[26]

  • Reduced load on CPUs through the use of batching,[definition needed] leaving the CPU free to do more computation or rendering than otherwise.[27]

  • Better scaling on multi-core CPUs. Direct3D 11 and OpenGL 4 were initially designed for use with single-core CPUs and only received augmentation to be executed on multi-cores. Even when application developers use the augmentations, the API regularly does not scale well on multi-cores.[28]

  • OpenGL uses the high-level language GLSL for writing shaders which forces each OpenGL driver to implement its own compiler for GLSL that executes at application runtime to translate the program's shaders into the GPU's machine code. Instead, Vulkan drivers are supposed to ingest shaders already translated into an intermediate binary format called SPIR-V (Standard Portable Intermediate Representation), analogous to the binary format that HLSL shaders are compiled into in Direct3D. By allowing shader pre-compilation, application initialization speed is improved and a larger variety of shaders can be used per scene. A Vulkan driver only needs to do GPU specific optimization and code generation, resulting in easier driver maintenance, and eventually smaller driver packages (currently GPU vendors still have to include OpenGL/CL).[29]

  • Unified management of compute kernels and graphical shaders, eliminating the need to use a separate compute API in conjunction with a graphics API.













OpenGLVulkan[30]
One single global state machineObject-based with no global state
State is tied to a single contextAll state concepts are localized to a command buffer
Operations can only be executed sequentiallyMulti-threaded programming is possible
GPU memory and synchronization are usually hiddenExplicit control over memory management and synchronization
Extensive error checkingVulkan drivers do no error checking at runtime;
there is a validation layer for developers

NVIDIA notes that OpenGL is still a great option for a lot of use cases, as it does come at a much lower complexity and maintenance burden than Vulkan, while in many cases still providing great overall performance.[31]


AMD says that Vulkan supports close-to-metal control, enabling faster performance and better image quality across Windows 7, Windows 8.1, Windows 10, and Linux. No other graphics API offers the same powerful combination of OS compatibility, rendering features, and hardware efficiency.[32]



Planned features


At SIGGRAPH 2016, Khronos announced that Vulkan would be getting support for automatic multi-GPU features, similar to what is offered by Direct3D 12.[33] Multi-GPU support included in-API removes the need for SLI or Crossfire which requires graphics cards to be of the same model. API multi-GPU instead allows the API to intelligently split the workload among two or more completely different GPUs.[34] For example, integrated GPUs included on the CPU can be used in conjunction with a high-end dedicated GPU for a slight performance boost.


When releasing OpenCL version 2.2 the Khronos Group announced that OpenCL would be merging into Vulkan in the future.[35]



History


The Khronos Group began a project to create a next generation graphics API in July 2014 with a kickoff meeting at Valve Corporation.[36] At SIGGRAPH 2014, the project was publicly announced with a call for participants.[9]


According to the US Patent and Trademark Office, the trademark for Vulkan was filed on February 19, 2015.[37]


Vulkan was formally named and announced at Game Developers Conference 2015, although speculation and rumors centered around a new API existed beforehand and referred to it as "glNext".[38]



2015


In early 2015, LunarG (funded by Valve) developed and showcased a Linux driver for Intel which enabled Vulkan compatibility on the HD 4000 series integrated graphics, despite the open-source Mesa drivers not being fully compatible with OpenGL 4.0 until later that year.[39][40] There is still the possibility[41] of Sandy Bridge support, since it supports compute through Direct3D11.


On August 10, 2015, Google announced that future versions of Android would support Vulkan.[42]Android 7.x "Nougat" launched support for Vulkan on August 22, 2016. Android 8.0 "Oreo" has full support, but there are no news on making Vulkan available on Android 6.0.1 "Marshmallow".


On December 18, 2015, the Khronos Group announced that the 1.0 version of the Vulkan specification was nearly complete and would be released when conforming drivers were available.[13] The specification and the open-source Vulkan SDK were released on February 16, 2016.[1]



2016


On December 15, 2016, Unity Technologies announced that version 5.6 of their game engine, Unity, would support the Vulkan API.[43]



2017


On February 9, 2017, Croteam announced that it would be adopting the Vulkan API in its games and leveraging it to make their games more cross-platform friendly.[44]


On March 19, 2017, Cloud Imperium Games announced that Star Citizen would be using the Vulkan API instead of Direct3D.[45]


On July 25, 2017, Crytek released a preview of CryEngine 5.4 which added beta support for Vulkan.[46]




2018


On February 26, 2018, Khronos Group announced that the Vulkan API became available to all on macOS and iOS through the MoltenVK library, which enables Vulkan to run on top of Metal.[47]



Open-sourcing of MoltenVK


Previously MoltenVK was a proprietary and commercially licensed solution, but Valve made an arrangement with developer Brenwill Workshop Ltd to open-source MoltenVK under the Apache 2.0 license and as a result the library will be available to all. Valve also announced that Dota 2 can as of 26 February 2018 run on macOS using the Vulkan API, which is based on MoltenVK.[48]



Vulkan 1.1


On March 7, 2018, Vulkan 1.1 was released by the Khronos Group.[49] This first major update to the API standardized several extensions, such as multi-view, device groups, cross-process and cross-API sharing, advanced compute functionality, HLSL support, and YCbCr support.[50] At the same time it also brings better compatibility with DirectX 12, explicit multi-GPU support and lays the groundwork for next generation of GPUs.[51] Alongside Vulkan 1.1, SPIR-V also got updated to version 1.3.[50]



Software that supports Vulkan



Video games




  • The Talos Principle – The first game with Vulkan rendering support.[52]


  • Dota 2 – Vulkan support was released in May 2016.[53]


  • Doom – Vulkan support was released in July 2016.[54]


  • vkQuake – A Vulkan Quake port was released in July 2016.[55][56]


  • Roblox – In March 2017, Vulkan support for Roblox editing in Roblox studio was added but not for Roblox gameplay.


  • Star Citizen – In March 2017, the Director of Graphics Programming for Cloud Imperium Games, Alistair Brown, announced on the official Star Citizen forums that Cloud Imperium will now only focus on implementing Vulkan into Star Citizen and Squadron 42. Support for DirectX 12 will be dropped as it would require customers to use Windows 10.[45]


  • Mad Max – In March 2017, the developers added beta support for Vulkan exclusively for the Linux port.[57]


  • Ballistic Overkill – Vulkan support was released in May 2017.


  • Quake III Arena Kenny Edition – A Quake 3 engine modification added Vulkan support in May 2017.


  • Ashes of the Singularity: Escalation – Vulkan was added in an after release update.

  • vkDoom3 - a Vulkan port of Doom3 BFG support was released in August 2017.


  • Wolfenstein II: The New Colossus - Launched in 2017 with only Vulkan support


  • X4: Foundations - To be launched in 2018 with a Vulkan-only graphics engine


  • X-Plane 11 - Laminar Research announces in the second half of 2017 their intentions to move from OpenGL to Vulkan, starting the testings in 2018.


Game console emulators


  • Beetle/Mednafen PSX,[58] Libretro port of Mednafen PlayStation


  • Dolphin[59]


  • Libretro port of Mupen64Plus[60]

  • RPCS3

  • PPSSPP

  • Xenia


Game engines



  • Source 2 – In March 2015, Valve Corporation announced the Source 2 engine, the successor engine to the original Source engine, would support Vulkan.[61][62]

  • Serious Engine 4 – In February 2016, Croteam announced that they were supporting Vulkan in their Serious Engine.[63]


  • Unreal Engine 4 – In February 2016, Epic Games announced Unreal Engine 4 support for Vulkan at Samsung's Galaxy S7 Unpacked event.[64][65]


  • Torque 3D – In April 2016, the developers community announced they will include Vulkan support.[66][67]


  • id Tech 3 – Vulkan support was added in May 2017.[citation needed]


  • id Tech 4 – Vulkan support was added in August 2017.[68]


  • id Tech 6 – In May 2016, id Software announced Doom, running the id Tech 6 engine, would support Vulkan.[69]


  • Xenko – Vulkan support was added in July 2016.[70]


  • Unity – The engine has support for Vulkan since version 5.6.[71]


  • CryEngine – Support for Vulkan was added in the 5.4 release.[72]

  • Intrinsic – A free and open-source cross-platform game engine that supports Vulkan.[73]


  • Unigine – In April 2017, Unigine Corp announced that Vulkan support for Unigine is in the roadmap for 2017.[74]

  • Abyss Engine – In May 2017, Deep Silver FISHLABS released Galaxy on Fire 3 on Android with Vulkan support.[75]

  • Banshee 3D – A free and open-source cross-platform game engine that supports Vulkan.[76]


  • Godot – a 2D and 3D, cross-platform, free and open-source game engine. In late February 2018, the developers announced that they will shift their focus from solely using OpenGL ES 3 to target all platforms, to instead using a combination of OpenGL ES 2 and Vulkan.[77]


Rendering engines


  • UX3D Engine – Vulkan support was added in September 2017.


Development tools



  • GPU PerfStudio 3.6 supports Vulkan on Linux and Windows.[78]


  • GTK+ Scene Graph Kit, released on March 2017 as part of GTK+ 3.90, has a Vulkan rendering path.[79]


  • RenderDoc has support for Vulkan, since it was added on February 10, 2016.[80]


OS components


The Vulkan Window System Integration (WSI) does for Vulkan what EGL does for OpenGL and OpenGL ES.[81] EGL is used by OpenGL and OpenGL ES programs to interface with the native platform windowing system. EGL handles context management, surface binding and rendering synchronization.



Compatibility


Initial specifications stated that Vulkan will work on hardware that currently supports OpenGL ES 3.1 or OpenGL 4.x and up.[82] As Vulkan support requires new graphics drivers, this does not necessarily imply that every existing device that supports OpenGL ES 3.1 or OpenGL 4.x will have Vulkan drivers available.


Vulkan 1.1 with higher efforts is supported by the newer lines in Hardware like Intel Skylake and higher, AMD GCN 3rd and higher, Nvidia Kepler and higher.
AMD, Arm, Imagination Technologies, Intel, Nvidia and Qualcomm supports actual hardware since second half of 2018 Vulkan 1.1 with own drivers.
Mesa 18.1 supports with RADV and ANVIL driver AMD and Intel hardware.


Android 7.0 Nougat supports Vulkan 1.0.[83] The software was released in August 2016.[84] Vulkan 1.1 will be supported in Android 9.0 (Android P). [85]


Vulkan support for iOS and macOS has not been announced by Apple, but an open-source library exists which provides a Vulkan implementation that runs on top of Metal on iOS and macOS devices.[25]












































































































































































Company
Hardware
Software support: Vulkan 1.0
Microarchitecture
Available since
GPUs (chips)
Graphic cards / SoCs

Android[a]

Linux

Microsoft Windows[b]
AMD

GCN 5th

August 2017
Vega 10

Radeon Rx Vega series
N/A
AMDGPU PRO (Ubuntu & RHEL)[87][88]
& RADV in Mesa[89]

Radeon Software[90]

GCN 4th

June 2016
Polaris 10, Polaris 11, Polaris 12

Radeon Rx 400 series, Radeon Rx 500 series

GCN 3rd

August 2014
Tonga, Fiji, Carrizo
Radeon R9 Series

GCN 2nd

March 2013
Bonaire, Hawaii, Kaveri, Kabini, Temash, Mullins, Beema, Carrizo-L
Radeon HD 7790, PlayStation 4, Xbox One
Experimental

GCN 1st

January 2012
Oland, Cape Verde, Pitcairn, Tahiti

Radeon HD 77xx–7900 Series

TeraScale 3

December 2010
Cayman, Trinity/Richland

Radeon HD 69xx Series, Radeon HD 7xxx–76xx Series
not supported

TeraScale 2

September 2009
Cedar, Cypress, Juniper, Redwood, Palm, Sumo

Radeon HD 5000 Series, Radeon HD 6350, Radeon HD 64xx–68xx Series

TeraScale 1

May 2007
R600, RV630, RV610, RV790, RV770, …

Radeon HD 2000 Series, HD 3000, HD 4000
Nvidia

Volta
December 2017
GV10x
Nvidia Titan V


Nvidia GeForce driver

Nvidia GeForce driver

Pascal

May 2016
GP10x

GeForce 10 series, Tegra X2
Yes

Nvidia GeForce driver[91][92]

Nvidia GeForce driver[92]

Maxwell

February 2014
GM10x, GM20x
GeForce GTX 750 Ti, GTX 750, GTX 860M, GeForce 900 series, Tegra X1

Kepler

March 2012
GK10x, GK110, GK208

GeForce 600 series, GeForce 700 series, Tegra K1

Fermi

March 2010
GF10x, GF11x

GeForce 400 series, GeForce 500 series
not supported

Tesla

November 2006
G8x, G9x, GT20x, GT21x

GeForce 8 series, GeForce 9 series, GeForce 100 series, GeForce 200 series, GeForce 300 series
Intel

Coffee Lake
October 2017

Core i3-/i5-/i7-8000,



Kaby Lake

September 2016

Core i3-/i5-/i7-7000, Pentium xyz, Celeron xyz
Anvil in Mesa 17.1[93]Anvil in Mesa[94][95]Intel Graphics driver[96]

Skylake

August 2015

Core i3-/i5-/i7-6000, Core m3-/m5-/m7-6Yxx, Pentium G4xxx, Celeron G39xx

Broadwell

September 2014

Core i3-/i5-/i7-5000, Core M-5Yxx
not supported

Haswell

June 2013

Core i3-/i5-/i7-4000, Pentium G3xxx, Celeron G18xx

Ivy Bridge

April 2012

Core i3-/i5-/i7-3000, Pentium G2xxx, Celeron G16xx

Sandy Bridge

January 2011

Core i3-/i5-/i7-2000, Pentium Gxxx, Celeron Gxxx
not supported
not supported

Westmere

January 2010

Core i3-/i5-/i7-xxx, Pentium G69xx, Celeron G1101
Imagination Technologies

PowerVR Series 8

February 2016
GE8200, GE8300

PowerVR Graphics SDK v4.1[97]
PowerVR Series 7

November 2014
GE7400, GE7800, GT7200, GT7400, GT7600, GT7800, GT7900
Apple A9, A9X, A10 Fusion, Helio X30 (MT6799)
PowerVR Series 6

January 2012
G6100, G6200, G6230, G6400, G6430, G6630, RK3368, G6050, G6060, G6100 (XE), G6110, GX6240, GX6250, GX6450, GX6650
Apple A7, A8, A8X, MediaTek MT8173, MT8176, MediaTek MT6595M, MT6595T, MT6595M, MT6795, MT8135, Helio X10 (MT6795), LG H13, Atom Z3460, Z3480, Z3530, Z3560, Z3570, Z3580
PowerVR Series 5

January 2009
SGX543, SGX544, SGX554
Apple S1, A5, A5X, A6, A6X, NovaThor L8540, L8580, L9540, TI OMAP 4470, 5430, 5432, MediaTek MT5327, MT6589M, MT6589T, MT6589, MT8117, MT8121, MT8125, MT8389, Atom Z2460, Z2520, Z2560, Z2580, Z2760, Exynos 5410
not supported
Qualcomm

Adreno 500 series

Adreno 510, Adreno 530, Adreno 540

Adreno 512



Snapdragon 430, 625, 650, 652, 660,820, 821, 835

1.0[98]
Adreno 400 series

Adreno 418,Adreno 420,Adreno 430
Snapdragon 415, 615, 616, 617, 805, 808, 810

1.0(Adreno 418,430)[99]
Adreno 300 series


Snapdragon 200, 208, 210, 212, 400, 410, 412, 600, 800, 801
not supported
ARM

Bifrost[100]

June 2016
Mali-G71, …

Kirin 960, 970, Exynos 8895, MediaTek Helio P23 (MT6763T), Helio P30

1.0[101]

Midgard 4th
Q4 2015
Mali-T860, Mali-T830, Mali-T880
Exynos 8890, Exynos7880, Exynos 7870, Kirin 950, 955, MediaTek MT6738, MT6750, Helio X20 (MT6797), X25 (MT6797T), P10 (MT6755), P20 (MT6757)
Midgard 3rd

October 2013
Mali-T760, …
Exynos 7420, Exynos 5433, MT6752, MT6732, RK3288
Midgard 2nd

August 2012
Mali-T600 series, T720
Exynos 5250, 5260, 5410, 5420, 5422, 5430, 5800, 7580, Mediatek MT6735, MT6753, Kirin 920, 925, 930, 935
not supported


See also



  • Direct3D 12 – main competitor of Vulkan


  • OpenGL – another graphics API by the Khronos Group


  • OpenCL – a heterogeneous computing framework by the Khronos Group


  • Mantle – a low-level graphics and compute API from AMD, the foundation of Vulkan


  • Metal – a low-level graphics and compute API for iOS and macOS


  • AMDGPU – AMD's fully open-source unified graphics driver for Linux


Notes




  1. ^ For Android Nougat and later.[86]


  2. ^ Drivers so far have supported Windows 7 and later.




References




  1. ^ ab "Khronos Releases Vulkan 1.0 Specification". Khronos Group Press Release. 


  2. ^ "Vulkan® 1.1.83 - A Specification". 


  3. ^ https://github.com/KhronosGroup/Vulkan-Docs/blob/1.0/src/vulkan/vulkan.h


  4. ^ "Nintendo Switch Listed as Vulkan and OpenGL Conformant - My Nintendo News". December 19, 2016. 


  5. ^ Palumbo, Alessio (December 19, 2016). "Nintendo Switch Officially Supports Vulkan, OpenGL 4.5 & OpenGL ES". 


  6. ^ "The Khronos Group". April 28, 2018. 


  7. ^ Bright, Peter & Walton, Mark (February 16, 2016). "Vulkan now official, with 1.0 API release and AMD driver [Updated]". Ars Technica. Retrieved February 18, 2016. 


  8. ^ Valich, Theo (February 17, 2016). "Mantle Cycle is Complete as Khronos Releases Vulkan 1.0". VR World. Retrieved February 19, 2016. 


  9. ^ abcd "More on Vulkan and SPIR - V: The future of high-performance graphics" (PDF). Khronos Group. p. 10. Retrieved June 27, 2015. Thanks AMD! 


  10. ^ "Does Vulkan support 2D graphics?". LunarG. Retrieved September 24, 2016. 


  11. ^ Hruska, Joel. "Next-generation Vulkan API could be Valve's killer advantage in battling Microsoft". ExtremeTech. Retrieved June 26, 2015. 


  12. ^ "Vulkan: Graphics and compute Belong Together" (PDF). Khronos Group. March 2015. Retrieved March 5, 2015. 


  13. ^ abc "Vulkan - Graphics and compute belong together". Khronos Group. Retrieved March 5, 2015. 


  14. ^ Smith, Ryan. "Khronos Announces Next Generation OpenGL Initiative". Retrieved September 24, 2016. 


  15. ^ Batchelor, James (March 3, 2015). "glNext revealed as Vulkan graphics API". Develop. 


  16. ^ Shilov, Anton. "AMD: Vulkan absorbed 'best and brightest' parts of Mantle". KitGuru. Retrieved June 26, 2015. 


  17. ^ Mah Ung, Gordon (March 6, 2015). "Mantle is a Vulkan: AMD's dead graphics API rises from the ashes in OpenGL's successor". PC World. 


  18. ^ "AMD Gaming: One of Mantle's Futures: Vulkan | AMD Blogs". AMD. Retrieved March 5, 2015. 


  19. ^ Hruska, Joel (March 4, 2015). "Not dead yet: AMD's Mantle powers new Vulkan API, VR efforts". ExtremeTech. Retrieved March 5, 2015. 


  20. ^ "AMD's Mantle Lives On In Vulkan - Lays The Foundation For The Next OpenGL". Wccftech. June 20, 2014. Retrieved March 5, 2015. 


  21. ^ Kirsch, Nathan. "Is AMD Mantle Dead As We Have Known It? Vulcan API Uses Mantle Technology for OpenGL". Legit Reviews. Retrieved March 5, 2015. 


  22. ^ "MoltenVK, popular Vulkan development tool for macOS, goes open-source". Neowin. Retrieved 2018-02-28. 


  23. ^ "Vulkan graphics will enable faster games and apps on Apple platforms". VentureBeat. 2018-02-26. Retrieved 2018-02-28. 


  24. ^ "Vulkan Is Now Available On macOS/iOS By MoltenVK Being Open-Sourced, Vulkan SDK for Mac - Phoronix". www.phoronix.com. Retrieved 2018-02-28. 


  25. ^ ab "MoltenVK". Molten. Retrieved April 5, 2016. 


  26. ^ "Khronos Group Announces The Next-Generation 'Vulkan' Graphics And Compute API". Tom's Hardware. March 3, 2015. 


  27. ^ "Vulkan: High efficiency on mobile". Imagination Technologies. November 5, 2015. 


  28. ^ "Vulkan: Scaling to multiple threads". Imagination Technologies. November 24, 2015. 


  29. ^ Kessenich, John. "An Introduction to SPIR-V" (PDF). Khronos Group. Retrieved March 5, 2015. 


  30. ^ "FOSDEM 2016 - Vulkan in Open-Source". FOSDEM. Retrieved February 27, 2016. 


  31. ^ "Transitioning from OpenGL to Vulkan". Nvidia. 


  32. ^ "AMD Vulkan API". AMD. 


  33. ^ "Vulkan Next will bring better support for VR and multiple GPUs". PC World. 


  34. ^ Smith, Daniel Williams, Ryan. "Ashes of the Singularity Revisited: A Beta Look at Direct3D 12 & Asynchronous Shading". AnandTech. 


  35. ^ Michaud, Scott (May 16, 2017). "Breaking: OpenCL Merging Roadmap into Vulkan PC Perspective". PC Perspective. Retrieved May 17, 2017. 


  36. ^ SIGGRAPH 2015: 3D Graphics API State of the Union (Video). YouTube. SIGGRAPH 2015: Khronos Group. September 16, 2015. Event occurs at 57:24. Retrieved November 12, 2015. 


  37. ^ "US Patent and Trademark Office". Retrieved March 7, 2015. 


  38. ^ Batchelor, James. "glNext revealed as Vulkan graphics API | Latest news from the game development industry | Develop". Develop. Retrieved March 5, 2015. 


  39. ^ Larabel, Michael (March 5, 2015). "Valve Developed An Intel Linux Vulkan GPU Driver". Phoronix. Retrieved August 8, 2017. 


  40. ^ Larabel, Michael (March 12, 2015). "Learning More About The Intel Vulkan Driver, Linux Vulkan Plans". Phoronix. Retrieved August 8, 2017. 


  41. ^ "Evan Odabashian on Twitter". Retrieved July 22, 2015. 


  42. ^ Woods, Shannon (August 12, 2015). "Low-overhead rendering with Vulkan". Android Developers Blog. 


  43. ^ "Unity engine adds Vulkan support for a big performance boost". 


  44. ^ "Croteam will take its games cross-platform with Vulkan support". 


  45. ^ ab Palumbo, Alessia (March 19, 2017). "Cloud Imperium Now Only Intends To Support Vulkan, Instead of DirectX 12, for Star Citizen". Wccftech. Retrieved August 8, 2017. 


  46. ^ "CryEngine welcomes Vulkan API support to latest build". 


  47. ^ Bright, Peter (February 26, 2018). "Vulkan is coming to macOS and iOS, but no thanks to Apple". Ars Technica. Retrieved February 26, 2018. 


  48. ^ Larabel, Michael (February 26, 2018). "Vulkan Is Now Available On macOS/iOS By MoltenVK Being Open-Sourced, Vulkan SDK for Mac". Phoronix. Retrieved February 26, 2018. 


  49. ^ "Khronos Group Releases Vulkan 1.1". The Khronos Group (Press release). 2018-03-07. Retrieved 2018-03-21. 


  50. ^ ab Larabel, Michael (March 7, 2018). "Vulkan 1.1 Released As The First Major Update To This Graphics/Compute API". Phoronix. Retrieved March 7, 2018. 


  51. ^ Bright, Peter (March 7, 2018). "Vulkan 1.1 out today, with multi-GPU support, better DirectX compatibility". Ars Terchnica. Retrieved March 7, 2018. 


  52. ^ Williams, Daniel & Smith, Ryan (February 17, 2016). "Quick Look: Vulkan Performance on The Talos Principle". Anandtech. Retrieved February 19, 2016. 


  53. ^ "Dota 2 Update - May 23rd 2016". store.steampowered.com. Valve. Retrieved May 24, 2016. 


  54. ^ "DOOM - Vulkan Support Now Live". Bethesda Softworks. Retrieved July 11, 2016. 


  55. ^ Larabel, Michael (July 25, 2016). "Quake 1 Ported To Run On Vulkan". Phoronix. Retrieved August 8, 2017. 


  56. ^ Papadopoulos, John (July 21, 2016). "Here is your first look at the first Quake being recreated in Unreal Engine 4 (fan project)". DSOGaming. Retrieved August 26, 2016. 


  57. ^ Larabel, Michael (March 30, 2017). "Feral Interactive Vulkan-izes Mad Max". Phoronix. Retrieved August 8, 2017. 


  58. ^ "Beetle/Mednafen PSX". Libretro Wiki. Retrieved February 14, 2017. 


  59. ^ "Vulkan Backend by stenzek · Pull Request #3935 · dolphin-emu/dolphin". GitHub. Retrieved February 14, 2017. 


  60. ^ "Mupen64plus". Libretro. Retrieved February 14, 2017. 


  61. ^ Kollar, Philip (March 3, 2015). "Valve announces Source 2 engine, free for developers". Retrieved March 3, 2015. 


  62. ^ Mahardy, Mike (March 3, 2015). "GDC 2015: Valve Announces Source 2 Engine". IGN. Retrieved March 3, 2015. 


  63. ^ "The Talos Principle will support Vulkan". February 4, 2016. 


  64. ^ "Epic Games adds Vulkan support to Unreal Engine 4". Bit-Tech. Retrieved February 24, 2016. 


  65. ^ "Epic Games Unveils ProtoStar at Samsung Galaxy Unpacked". Epic Games. Retrieved February 24, 2016. 


  66. ^ "Closing in on 3.9". Forums. Torque 3D. 


  67. ^ "Reddit response from a Torque3D developer". Reddit. 


  68. ^ "Vulkan DOOM 3 port based on DOOM 3 BFG Edition". July 2018. 


  69. ^ "id announces Doom running on Vulkan". May 7, 2016. 


  70. ^ "Xenko 1.7β released!". July 1, 2016. 


  71. ^ liamdawe (March 31, 2017). "Unity 5.6 is now available with full Vulkan support". GamingOnLinux. Retrieved July 31, 2017. 


  72. ^ "Crytek launches CryEngine 5.4 with Vulkan support". Bit-Tech. September 24, 2017. 


  73. ^ "Intrinsic - Cross-platform Game and Rendering Engine". Retrieved August 12, 2017. [permanent dead link]


  74. ^ liamdawe (April 13, 2017). "The UNIGINE engine will get Vulkan support this year". GamingOnLinux. Retrieved July 31, 2017. 


  75. ^ "Vulkanised! Manticore with Vulkan on Mobile Device - May 2017". YouTube. The Khronos Group. May 31, 2017. Retrieved June 11, 2017. 


  76. ^ "Banshee 3D - Home". Retrieved August 12, 2017. 


  77. ^ Linietsky, Juan (February 26, 2018). "Godot Engine - Moving to Vulkan (and ES 2.0) instead of OpenGL ES 3.0". Godot. Retrieved March 7, 2018. 


  78. ^ "GPUPerfStudio Vulkan Tools". AMD. Archived from the original on January 29, 2017. Retrieved March 17, 2017. 


  79. ^ "gskvulkanrenderer.c". 


  80. ^ "RenderDoc Version v0.27". 


  81. ^ "Vulkan 1.0 specification released with day-one support for Wayland". February 16, 2016. 


  82. ^ "Vulkan Overview" (PDF). Khronos Group. June 2015. Retrieved August 18, 2015.  p. 19 "Vulkan Status"


  83. ^ "Android N's second preview build supports Vulkan and new emoji". Ars Technica. 


  84. ^ "Final Developer Preview before Android 7.0 Nougat begins rolling out". July 19, 2016. 


  85. ^ https://www.xda-developers.com/vulkan-graphics-api-1-1-android-p/


  86. ^ "The Android platform includes an Android-specific implementation of the Vulkan API specification from the Khronos Group". April 5, 2016. 


  87. ^ Larabel, Michael (October 27, 2016). "AMDGPU-PRO 16.40 Released For Ubuntu & Red Hat Linux Systems". Phoronix. Retrieved August 8, 2017. 


  88. ^ "Radeon GPUs are ready for the Vulkan graphics API". Community. AMD. 


  89. ^ Larabel, Michael (August 30, 2016). "Testing The Open-Source "RADV" Radeon Vulkan Driver vs. AMDGPU-PRO". Phoronix. Retrieved August 8, 2017. 


  90. ^ "AMD Radeon Software version 16.15.1009 supports Vulkan". February 16, 2016. Archived from the original on February 25, 2016. Retrieved February 18, 2016. 


  91. ^ "NVIDIA DRIVERS Linux x64 (AMD64/EM64T) Display Driver". Nvidia. 


  92. ^ ab "Vulkan Driver Support". NVIDIA Developer. Nvidia. Retrieved April 4, 2016. 


  93. ^ "android: add vulkan build for intel". January 31, 2017. 


  94. ^ "Open-source Vulkan drivers for Intel hardware". February 16, 2016. 


  95. ^ Larabel, Michael (July 8, 2016). "Mesa 12.0 Released With OpenGL 4.3 Support, Intel Vulkan & Many Other Features". Phoronix. Retrieved August 8, 2017. 


  96. ^ "15.45.14.4590: Intel Graphics Driver for Windows 7/8.1/10 (Vulkan Support)". Intel. 


  97. ^ "Imagination announces Vulkan SDK for PowerVR Rogue GPUs". Imagination Blog. PowerVR Developer Technology Team. March 16, 2016. Retrieved June 14, 2018. 


  98. ^ "Qualcomm announces Vulkan API support for Adreno 5xx and 4xx GPUs". 


  99. ^ "Vulkan Hardware Database". 


  100. ^ "ARM Bifrost GPU Architecture". May 30, 2016. 


  101. ^ "ARM® Mali™GPUs with Vulkan Conformance". 



Further reading


  • Vulkan Programming Guide: The Official Guide to Learning Vulkan (OpenGL), Nov 10, 2016, by Graham Sellers and John Kessenich ISBN 978-0-1344-64541

  • Introduction to Computer Graphics and the Vulkan API, Jul 1, 2017, by Kenwright ISBN 978-1-5486-16175

  • Vulkan Cookbook, Apr 28, 2017, by Pawel Lapinski ISBN 978-1-7864-68154


External links


  • Vulkan 1.1 specification

  • Vulkan 1.0 specification

  • Vulkan hardware database

  • Vulkan Continues To Show Its Gaming Strength On Low-End Hardware






The name of the pictureThe name of the pictureThe name of the pictureClash Royale CLAN TAG#URR8PPP

Popular posts from this blog

Rothschild family

Cinema of Italy