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The Vulkan Working Group

@vulkan.org
588 followers 234 following 71 posts

Vulkan is a cross-platform industry standard enabling developers to target a wide range of devices with the same graphics API. Official bsky account. 🦋 Official account: vulkan.org

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The Vulkan Working Group @vulkan.org · 29/09/2026
New Sample - Shader Quad Control Shader Quad Control. See how VK_KHR_shader_quad_control lets fragment shaders share values across 2x2 quads for more stable derivatives and texture LOD. Check it out: docs.vulkan.org/samples/late... #Vulkan #GraphicsProgramming #GPU #Shaders
docs.vulkan.org
Untitled :: Vulkan Documentation Project
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The Vulkan Working Group @vulkan.org · 21/09/2026
New Sample – Descriptor Heap This sample renders textured cubes to demonstrate VK_EXT_descriptor_heap, which replaces the traditional descriptor set and pool workflow with a memory-centric one where descriptor data is written directly into heap memory. docs.vulkan.org/samples/late... #vulkan #code
docs.vulkan.org
Descriptor heap :: Vulkan Documentation Project
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The Vulkan Working Group @vulkan.org · 15/09/2026
New Sample - Swapchain Present Timing The sample queries past presentation timing information and uses the last known display time along with the swapchain’s refresh cycle duration to predict when the next frame should be presented. docs.vulkan.org/samples/late... #vulkan #sample #swapchain
docs.vulkan.org
Swapchain Present Timing :: Vulkan Documentation Project
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The Vulkan Working Group @vulkan.org · 10/09/2026
New Sample - VK_EXT_layer_settings This sample demonstrates how to use VK_EXT_layer_settings to configure Vulkan layers directly from your application. docs.vulkan.org/samples/late...
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saschawillems.bsky.social @saschawillems.bsky.social · 22/08/2026
#Vulkan Hardware Capability Viewer 4.13 released @vulkan.org . Better late than never, this version adds support for additional format feature flags introduced with VK_KHR_format_feature_flags2. Note that the database will need some time to catch up. Download at vulkan.gpuinfo.org/download.php
vulkan.gpuinfo.org
Download - Vulkan Hardware Database by Sascha Willems
Vulkan GPU hardware database
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Christoph Kubisch @pixeljetstream.bsky.social · 04/09/2026
New update of Jean-Eudes Marvie's gaussian splatting rendering research framework #3dgs @vulkan.org nvpro-samples.github.io/vk_gaussian_...
nvpro-samples.github.io
Release Notes - Vulkan Gaussian Splatting
Real-time visualization of 3D Gaussian Splatting using the Vulkan API
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 08/09/2026
New Sample - Rendering an OctMap In this new sample, we demonstrate several advanced Vulkan techniques working together: - Octomap instanced rendering — dynamically display a voxel occupancy map generated by ARKit SLAM using GPU instancing. - Gaussian Splat rendering — render the same scene as […]
fosstodon.org
Original post on fosstodon.org
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Collabora @collabora.com · 28/07/2026
What would it take to bring Mesa’s open source Vulkan driver for AMD GPUs to Windows? RADV’s experimental Windows port is moving closer to real workloads, while highlighting a key challenge ahead: a stable interface to AMD’s proprietary kernel driver: col.la/portradv @vulkan.org #RADV #Mesa
col.la
Cracking Windows Open: Porting RADV to WIN32
RADV’s experimental Windows port explores bringing Mesa’s open source Vulkan driver for AMD GPUs to real workloads while outlining the path toward stable support.
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saschawillems.bsky.social @saschawillems.bsky.social · 31/07/2026
@vulkan.org #Vulkan Hardware Capability Viewer 4.12 has been released. This version adds support for new extensions and also makes sure instance extensions that device extensions depend on are supported. Download available at vulkan.gpuinfo.org/download.php
vulkan.gpuinfo.org
Download - Vulkan Hardware Database by Sascha Willems
Vulkan GPU hardware database
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The Vulkan Working Group @vulkan.org · 31/07/2026
A focused course aimed at one very specific ray tracing performance problem: alpha-tested geometry. Foliage, chain-link fences, and hair force the GPU to run an any-hit shader on every BVH intersection, and that cost explodes exactly where scenes look best. docs.vulkan.org/tutorial/lat... #vulkan
New Vulkan Tutorial - Opacity Micromaps
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The Khronos Group @khronos.org · 20/07/2026
SIGGRAPH 2026 is well underway and we just held the Khronos Fast Forward to a great crowd! There's plenty left! Check-out our event's page for full list of Khronos activities: www.khronos.org/events/siggr... #Siggraph2026 #Khronos
Khronos President, Neil Trevett delivers the Khronos Fast Forward at Siggraph 2026
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The Vulkan Working Group @vulkan.org · 17/07/2026
This series is about "Collaborative Engineering" — using AI deliberately and rigorously, not just autocomplete. It sets up an AI-enhanced toolchain, teaches you to pick and specialize models for graphics work, and shows where multimodal vision models can be trusted. docs.vulkan.org/tutorial/lat...
New Vulkan Tutorial: AI-Assisted Vulkan Development
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The Vulkan Working Group @vulkan.org · 16/07/2026
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. docs.vulkan.org/tutorial/lat... #vulkan #gpu #cpu #synchronization
New Vulkan Tutorial - Synchronization 2: Mastering the GPU/CPU Handshake
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The Vulkan Working Group @vulkan.org · 15/07/2026
New Tutorial - OpenXR and Vulkan 1.3 Spatial Computing Walking from the OpenXR/Vulkan 1.3 handshake all the way to multi-GPU CAVE installations and light-field rendering — everything needed to ship real spatial computing applications. docs.vulkan.org/tutorial/lat... #Vulkan #OpenXR #spatial #3D
New tutorial on OpenXR and Vulkan 1.3 spatial computing
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The Vulkan Working Group @vulkan.org · 14/07/2026
*From rigged mesh to a living, physically-simulated character* New Advanced glTF tutorial series: GPU compute skinning, ragdoll physics, procedural IK, and bindless facial morph targets — a real production pipeline, not just a demo scene. docs.vulkan.org/tutorial/lat... #Vulkan #glTF #GameDev
New Vulkan Tutorial - Advanced glTF: High-Performance Character Pipelines
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The Vulkan Working Group @vulkan.org · 14/07/2026
Vulkanised 2027, the 9th Vulkan Developer Conference, heads to Kortrijk, Belgium on February 8–10, 2027, hosted by HOWEST University of Applied Sciences. Call for Submission is now open. Learn more: vulkan.org/events/vulka... #Vulkanised2027 #Vulkan #GraphicsProgramming #GPU #CallForSubmissions
Call for submissions now open for Vulkanised 2027 being held in Kortrijk, Belgium February 8-10
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Khronos Group @thekhronosgroup.fosstodon.org.ap.brid.gy · 14/07/2026
If you're at SIGGRAPH 2026, don't miss the Real-Time Shading BOF — Tuesday, July 21, 1:00–3:00 PM PDT, Room 518 Special guest speaker, Ken Perlin, will be presenting, "The birth of Procedural Shaders." Don't miss it! […] [Original post on fosstodon.org]
Real-Time Shading Birds of a Feather at SIGGRAPH Featuring Ken Perlin
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 10/07/2026
*Run trained neural networks on the GPU — your way, your pipeline.* A pragmatic, three-path series: integrate battle-tested libraries (TensorFlow Lite, ONNX Runtime, PyTorch Mobile, DirectML), compile models through an ML compiler (IREE, TVM, OpenXLA), or […] [Original post on fosstodon.org]
New Tutorial - Machine Learning Inference with Vulkan
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The Vulkan Working Group @vulkan.org · 08/07/2026
Vulkan is deprecating host-side ray tracing acceleration structure build commands in favor of a single, device-address-based path. This aligns #Vulkan Ray Tracing with the direction of DirectX Raytracing, modern engine architecture, and hardware trends. www.khronos.org/blog/vulkan-... #RayTracing
Vulkan Ray Tracing deprecating host-side acceleration structure builds
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Vulkan @vulkan.fosstodon.org.ap.brid.gy · 06/07/2026
"Unlock the GPU as a general-purpose engine, not just a rasterizer." This series takes you past `vkCmdDispatch` and into how compute actually executes on real hardware — occupancy, latency hiding, the Vulkan memory model, and subgroup operations that let […] [Original post on fosstodon.org]
Advanced compute: the power of parallelism
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The Khronos Group @khronos.org · 16/06/2026
We are live at #AWE2026! Come see us in Booth #1041 and talk to us about the latest news for glTF, OpenXR, Vulkan and the OMBI Sneeze metaverse browser. We also have cool luggage tags you can pick up. Learn more about Khronos' activities at AWE: www.khronos.org/events/highl... #glTF #OpenXR #Vulkan
If you're at AWE this week, be sure to drop by booth 1041 and say hi!
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The Vulkan Working Group @vulkan.org · 12/05/2026
Optimizing Vulkan for tile-based GPUs? The Vulkan Guide's Tile Based Rendering (TBR) best practices page is a great resource. Full guide: docs.vulkan.org/guide/latest... #Vulkan #GPU #Programming #GameDev
docs.vulkan.org
Tile Based Rendering (TBR) Best Practices :: Vulkan Documentation Project
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The Vulkan Working Group @vulkan.org · 08/04/2026
A new tutorial from Etay Meiri is out: youtu.be/HmA0ytPjbK0 In this video he describes Specialization Constants in Vulkan.
youtu.be
Specialization Constants // Vulkan For Beginners #29
YouTube video by OGLDEV
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The Vulkan Working Group @vulkan.org · 20/03/2026
LunarG's white paper, Configuring Vulkan Layers, has been updated for Vulkan SDK 1.4.335 and newer, bringing greater consistency, easier discovery of layer features, & smoother workflows for developers working with validation, profiles, extensions, and utility layers. www.lunarg.com/updated-conf...
lunarg.com
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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JauntyWunderKind @jauntywunderkind.bsky.social · 17/03/2026
Wildly neat work from @khronos.org doing a variety of video codecs in compute shaders. Big variety of interesting formats here, many "mezzanine" compression, high quality semi-realtime for av production. Example: Samsung APV. www.khronos.org/blog/video-e...
khronos.org
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, wi...
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The Vulkan Working Group @vulkan.org · 16/03/2026
Learn 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. Learn more: www.khronos.org/blog/video-e... #Vulkan #FFmpeg #GPUCompute #ProRes #FFv1 #APV #VC2
khronos.org
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, wi...
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saschawillems.bsky.social @saschawillems.bsky.social · 14/03/2026
Just released a substantial update to the @vulkan.org #Vulkan hardware database at vulkan.gpuinfo.org.with this update, performance should improve a lot and with that also site availability. You can read up on the changes at www.saschawillems.de/blog/2026/03...
saschawillems.de
Improving performance of the Vulkan Hardware Database
Tackling performance issues Looking at server statistics, the Vulkan database alone is serving up to 3 million requests per month. A number I would’ve never imagined when I first created this back in ...
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The Khronos Group @khronos.org · 12/03/2026
SPIR-V 1.6 Revision 7 has been released. See change log: registry.khronos.org/SPIR-V/specs... #SPIRV #vulkan #GPUProgramming #GPU #GraphicsProgramming
registry.khronos.org
SPIR-V Specification
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The Vulkan Working Group @vulkan.org · 25/02/2026
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: www.khronos.org/blog/new-vul... #vulkan #tutorial #programming #gpu #gameengine
Vulkan releases game engine tutorial
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Collabora @collabora.com · 24/02/2026
ICYMI: Weston 15.0 is out now. It brings a new Lua-based shell for fully customizable window management, an experimental Vulkan renderer, and a wide range of improvements across color handling, media playback, and display performance. col.la/weston15 #Weston #Wayland #OpenSource @vulkan.org
col.la
Weston 15.0 is here: Lua shells, Vulkan rendering, and a smoother display stack
Weston 15.0 has arrived, bringing a brand new Lua-based shell for fully customizable window management, an experimental Vulkan renderer, and a host of improvements.
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saschawillems.bsky.social @saschawillems.bsky.social · 19/02/2026
If you wanna know if #Vulkan @vulkan.org is the right graphics api for hobby developers (tl;dr: yes), you might find an answer in my #Vulkanised 2026 talk: www.youtube.com/watch?v=Eshk...
youtube.com
Vulkanised 2026: Vulkan Now and Then (for Hobbyists)
YouTube video by Vulkan
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slicedlime @slicedlime.bsky.social · 18/02/2026
Another step towards vibrant visuals www.minecraft.net/en-us/article/ano…
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Deletom @deletom.bsky.social · 17/02/2026
@vulkan.org Roadmap 2026 Milestone: Variable Rate Shading, Host Image Copies & More - Phoronix www.phoronix.com/news/Vulkan-...
phoronix.com
Vulkan Roadmap 2026 Milestone: Variable Rate Shading, Host Image Copies & More
In addition to the release today of Vulkan 1.4.340 with the new descriptor heap 'VK_EXT_descriptor_heap' extension and three other new extensions, The Khronos Group's Vulkan Working Group has also pub...
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The Vulkan Working Group @vulkan.org · 19/02/2026
We are excited to share that the session videos and presentation slides from Vulkanised 2026 are now available online! All files linked on the event page: vulkan.org/events/vulka... Huge thanks to all the speakers, organizers, sponsors, and contributors! #Vulkan #API #Graphics #Developer #GPU
Proceedings from Vulkanised 2026 now available
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saschawillems.bsky.social @saschawillems.bsky.social · 12/02/2026
Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...
github.com
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The Vulkan Working Group @vulkan.org · 16/02/2026
Happy birthday Vulkan!
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saschawillems.bsky.social @saschawillems.bsky.social · 01/02/2026
@vulkan.org #Vulkan Hardware Capability viewer 4.11 released. This version adds support for several new extensions, incl. VK_EXT_descriptor_heap. vulkan.gpuinfo.org/download.php
vulkan.gpuinfo.org
Download - Vulkan Hardware Database by Sascha Willems
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The Vulkan Working Group @vulkan.org · 05/02/2026
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: khr.io/1n5 #vulkan #gpu #programming
Vulkan Descriptor Heap extension
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The Vulkan Working Group @vulkan.org · 20/01/2026
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: vulkan.org/events/vulka... #vulkan #api #Vulkanised2026 #graphics #developer
Join us at Vulkanised 2026 and ask your questions to our world-leading panel of experts
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The Vulkan Working Group @vulkan.org · 07/01/2026
Early Bird pricing for Vulkanised 2026 ends on January 18. Register now to attend the largest event dedicated to developers using the Vulkan API. vulkan.org/events/vulka... #Vulkanised2026 #Vulkan #API #graphics #GPU
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Aubrey @aubrey.northsky.social · 21/12/2025
Guess who's got too many testicles and just learned they don't have to rewrite this whole thing a second time in Metal? That's right, it's ya droid. Thanks! @vulkan.org
github.com
GitHub - KhronosGroup/MoltenVK: MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphi...
MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vu...
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saschawillems.bsky.social @saschawillems.bsky.social · 03/01/2026
My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.
howtovulkan.com
How to Vulkan in 2026 - How to Vulkan
How to write Vulkan graphics code in 2026
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Ricardo Garcia @rg3.name · 27/11/2025
I published some notes about @vulkan.org's new VK_EXT_custom_resolve extension and the work I did at @igalia.com related to it. More info here: rg3.name/202511262000...
rg3.name
Geek Blight - Notes about VK_EXT_custom_resolve
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The Vulkan Working Group @vulkan.org · 04/12/2025
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: khr.io/1m8 #vulkan
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Igalia @igalia.com · 21/11/2025
Valve’s announcements last week about their new hardware were particularly welcome here at Igalia: a lot of our work will be in those machines. From translation layers to better frame rates and longer battery life, we’ve helped @valvesoftware.com push gaming forward. www.igalia.com/2025/11/help...
igalia.com
Helping Valve to Power Up Steam Devices | Igalia
Igalia is an open source consultancy specialised in the development of innovative projects and solutions. Our engineers have expertise in a wide range of technological areas, including browsers and cl...
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The Vulkan Working Group @vulkan.org · 18/11/2025
The Khronos Group has announced that Shader Execution Reordering in #Vulkan has advanced from a vendor-specific extensionto a multi-vendor Vulkan extension, reducing issues with divergence in ray tracing workloads. Learn more: www.khronos.org/blog/boostin... #ray #tracing #shader
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The Vulkan Working Group @vulkan.org · 18/11/2025
The Khronos Group has announced that Shader Execution Reordering in #Vulkan has advanced from a vendor-specific extensionto a multi-vendor Vulkan extension, reducing issues with divergence in ray tracing workloads. Learn more: www.khronos.org/blog/boostin... #ray #tracing #shader
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The Vulkan Working Group @vulkan.org · 06/11/2025
The Vulkanised 2026 program has been released! The 2026 program includes keynote presentations & technical talks spanning a wide range of topics that matter to everyone using Vulkan Explore the program and register today! vulkan.org/events/vulka... #vulkan #api #programming #gpu #raytracing
Announcing Vulkanised 2026 Full Conference Program
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The Vulkan Working Group @vulkan.org · 31/10/2025
LunarG's KosmicKrisp driver is now a Khronos Vulkan 1.3 Conformant product for Apple M3 Pro! Say goodbye to portability hacks; hello native Vulkan power for macOS devs, Android emulation, & beyond. www.lunarg.com/lunarg-achie... #Vulkan #AppleSilicon #Mesa #GraphicsDev
lunarg.com
LunarG Achieves Vulkan 1.3 Conformance with KosmicKrisp on Apple Silicon - LunarG
KosmicKrisp, LunarG’s Vulkan-to-Metal driver for Apple Silicon, has passed the Vulkan Conformance Test Suite (CTS), a rigorous, Khronos-mandated benchmark of API correctness.
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The Vulkan Working Group @vulkan.org · 28/10/2025
Stride 4.2.1.2485 release brought compute shader support to its #Vulkan back-end. This new code generates #GLSL compute #shaders with #compute #intrinsics. www.phoronix.com/news/Stride-...
phoronix.com
Stride 4.2.1.2485 Game Engine Brings Vulkan Compute Shader Support, Better Performance
Stride 4.2.1.2485 is now available as the latest feature release for this open-source and cross-platform game engine written in C# while still having first-rate Linux support
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