Joel Felipe - Unsplash


The Latest Vulkan Blogs

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

All Blogs

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.

Learn More

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

Learn More

In this tutorial, we will be covering a little-known feature in Khronos' validation layer which can help you detect potential performance issues for Arm Mali GPUs. In 2020, we integrated the functionality of our now-deprecated PerfDoc layer directly into the Khronos validation layer, which we now refer to as Arm best practice validation.
Today we’re announcing VK_KHR_dynamic_rendering. With this extension you can tell the API to start rendering, and it will just do it - no render pass objects!
With real-time audiovisual applications that rely on any kind of interactivity, each frame comes and goes like a fleeting moment. A moment you might want to capture, frame and hang on a wall. Fortunately, NAP 0.4.2 includes nap::Snapshot: a new high-resolution screenshot resource that can take stunning frame captures of extreme image quality. In this post, I will briefly explain how it works.
Fast compressors significantly improve developer efficiency and reduce iteration time, so it is no surprise that slow ASTC compression has been a major bugbear of developers for some time. The main goal of our work on the compressor has been to make the codec as fast as we could.
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.
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