---
title: Blog
url: 'https://vulkan.org/blog'
markdown: 'https://vulkan.org/blog.md'
date: '2026-07-08'
---

# Blog

[My toy renderer](https://momentsingraphics.de/ToyRendererOverview.html) 

 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. 

  July 8th at 9:33pm

 [ Read More  ](https://momentsingraphics.de/ToyRendererOverview.html) 

 [AMD GPUOpen Vulkan® Tutorials and Samples](https://gpuopen.com/learn/lets-learn-vulkan/) 

 Vulkan® provides low-level graphics APIs for creating games and other graphics applications. That’s something AMD can help you with! 

  July 8th at 9:33pm

 [ Read More  ](https://gpuopen.com/learn/lets-learn-vulkan/) 

 [Vulkan Documentation Just Got Easier!](https://www.khronos.org/blog/vulkan-documentation-just-got-easier) 

 We have gathered all the key documents including the specifications, guides, tutorials and samples into a single website to allow developers to easily find the right documents and navigate quickly to the information they need. 

  July 8th at 9:33pm

 [ Read More  ](https://www.khronos.org/blog/vulkan-documentation-just-got-easier) 

 [Adaptive Scalable Texture Compression](https://developer.arm.com/solutions/graphics-and-gaming/developer-guides/learn-the-basics/adaptive-scalable-texture-compression) 

 This guide provides information about how you can use ASTC effectively to optimize the performance of your apps 

  July 8th at 9:33pm

 [ Read More  ](https://developer.arm.com/solutions/graphics-and-gaming/developer-guides/learn-the-basics/adaptive-scalable-texture-compression) 

 [Bringing Explicit Pipeline Caching Control to Vulkan](https://www.khronos.org/blog/bringing-explicit-pipeline-caching-control-to-vulkan) 

 The Vulkan® Working Group has released the VK_KHR_pipeline_binary extension, enabling direct retrieval of binary data associated with individual pipelines, bypassing the VkPipelineCache mechanism, and enabling applications to explicitly manage pipeline caching. 

  August 27th at 8:52am

 [ Read More  ](https://www.khronos.org/blog/bringing-explicit-pipeline-caching-control-to-vulkan) 

 [Vulkan Support Added to OpenUSD and Pixar’s Hydra Storm Renderer](https://www.khronos.org/blog/vulkan-support-added-to-openusd-and-pixars-hydra-storm-renderer) 

 Today, we are excited to announce experimental support for the Khronos® Vulkan® API through the HgiVulkan backend, available in OpenUSD 24.08. This allows developers to start leveraging Vulkan in Storm or other Hgi-based renderers 

  July 25th at 8:56am

 [ Read More  ](https://www.khronos.org/blog/vulkan-support-added-to-openusd-and-pixars-hydra-storm-renderer) 

 [Developing with Vulkan on Apple iOS](https://www.khronos.org/blog/developing-with-vulkan-on-apple-ios) 

 In March 2024, Richard Wright from LunarG updated the State of Vulkan on Apple Devices white paper to reflect the latest availability of the Vulkan SDK on Apple platforms, and its ability to be used to develop applications that are fully compatible with the Apple App Store. 

  April 3rd at 9:02am

 [ Read More  ](https://www.khronos.org/blog/developing-with-vulkan-on-apple-ios) 

 [Khronos Releases AV1 Decode in Vulkan Video with SDK Support for H.264/H.265 Encode](https://www.khronos.org/blog/khronos-releases-vulkan-video-av1-decode-extension-vulkan-sdk-now-supports-h.264-h.265-encode) 

 The Vulkan® Working Group at Khronos® has developed a set of video format decode and encode extensions, collectively referred to as "Vulkan Video." Today, with the release of Vulkan 1.3.277, the Working Group is proud to announce the new Decode AV1 video extension 

  February 1st at 8:56am

 [ Read More  ](https://www.khronos.org/blog/khronos-releases-vulkan-video-av1-decode-extension-vulkan-sdk-now-supports-h.264-h.265-encode) 

 [Streamlining Subpasses](https://www.khronos.org/blog/streamlining-subpasses) 

 Today we’re happy to announce the release of VK_KHR_dynamic_rendering_local_read, which adds support for local dependencies to dynamic rendering; enabling developers to fully move over to dynamic rendering as support is rolled out. 

  January 25th at 9:01am

 [ Read More  ](https://www.khronos.org/blog/streamlining-subpasses) 

 [Khronos Releases Maximal Reconvergence and Quad Control Extensions for Vulkan and SPIR-V](https://www.khronos.org/blog/khronos-releases-maximal-reconvergence-and-quad-control-extensions-for-vulkan-and-spir-v) 

 The SPIR™ Working Group has developed two new SPIR-V extensions (and corresponding Vulkan® extensions) to provide shader authors with more guarantees about the execution model of shaders. These extensions formalize behavior many authors have previously taken for granted, so that they can now be relied upon across the ecosystem. 

  January 25th at 8:57am

 [ Read More  ](https://www.khronos.org/blog/khronos-releases-maximal-reconvergence-and-quad-control-extensions-for-vulkan-and-spir-v) 

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---

## Navigation

- Previous: [News](https://vulkan.org/news.md)
- Next: [Events](https://vulkan.org/events.md)
- Children:
  - [A tour of Granite’s Vulkan backend – Part 1](https://vulkan.org/blog/a-tour-of-granite%27s-vulkan-backend-part-1.md)
  - [A tour of Granite’s Vulkan backend – Part 2](https://vulkan.org/blog/a-tour-of-granite%27s-vulkan-backend-part-2.md)
  - [A tour of Granite’s Vulkan backend – Part 3](https://vulkan.org/blog/a-tour-of-granite%27s-vulkan-backend-part-3.md)
  - [A tour of Granite’s Vulkan backend – Part 4](https://vulkan.org/blog/a-tour-of-granite%27s-vulkan-backend-part-4.md)
  - [A tour of Granite’s Vulkan backend – Part 5](https://vulkan.org/blog/a-tour-of-granite%27s-vulkan-backend-part-5.md)
  - [A tour of Granite’s Vulkan backend – Part 6](https://vulkan.org/blog/a-tour-of-granite%27s-vulkan-backend-part-6.md)
  - [Accelerated Motion Processing Brought to Vulkan with the NVIDIA Optical Flow SDK](https://vulkan.org/blog/accelerated-motion-processing-brought-to-vulkan-with-the-nvidia-optical-flow-sdk.md)
  - [Adaptive Scalable Texture Compression](https://vulkan.org/blog/adaptive-scalable-texture-compression.md)
  - [An Introduction to Vulkan Video](https://vulkan.org/blog/an-introduction-to-vulkan-video.md)
  - [API without Secrets: Introduction to Vulkan](https://vulkan.org/blog/api-without-secrets-introduction-to-vulkan.md)
  - [Arm Best Practice warnings in the Vulkan SDK](https://vulkan.org/blog/arm-best-practice-warnings-in-the-vulkan-sdk.md)
  - [astcenc 3.1: high performance texture compression](https://vulkan.org/blog/astcenc-3-1-high-performance-texture-compression.md)
  - [Beyond CUDA: GPU Accelerated C++ for Machine Learning on Cross-Vendor Graphics Cards Made Simple with Kompute](https://vulkan.org/blog/beyond-cuda-gpu-accelerated-c-for-machine-learning-on-cross-vendor-graphics-cards-made-simple-with-kompute.md)
  - [Bringing Explicit Pipeline Caching Control to Vulkan](https://vulkan.org/blog/bringing-explicit-pipeline-caching-control-to-vulkan.md)
  - [Bringing Galaxy on Fire 3 to Vulkan: Introduction and Fundamentals](https://vulkan.org/blog/bringing-galaxy-on-fire-3-to-vulkan.md)
  - [Copying Images on the Host in Vulkan](https://vulkan.org/blog/copying-images-on-the-host-in-vulkan.md)
  - [Developing with Vulkan on Apple iOS](https://vulkan.org/blog/developing-with-vulkan-on-apple-ios.md)
  - [Fighting Fragmentation: Vulkan Portability Extension Released and Implementations Shipping](https://vulkan.org/blog/fighting-fragmentation-vulkan-portability-extension-released-and-implementations-shipping.md)
  - [Fundamentals of the Vulkan Graphics API: Why Rendering a Triangle is Complicated](https://vulkan.org/blog/fundamentals-of-the-vulkan-graphics-api-why-rendering-a-triangle-is-complicated.md)
  - [Getting Started with Vulkan Compute Acceleration](https://vulkan.org/blog/getting-started-with-vulkan-compute-acceleration.md)
  - [GODOT Vulkan progress report #1](https://vulkan.org/blog/godot-vulkan-progress-report.md)
  - [GODOT Vulkan progress report #2](https://vulkan.org/blog/godot-vulkan-progress-report-2.md)
  - [GODOT Vulkan progress report #3](https://vulkan.org/blog/godot-vulkan-progress-report-3.md)
  - [GODOT Vulkan progress report #4](https://vulkan.org/blog/godot-vulkan-progress-report-4.md)
  - [GODOT Vulkan Progress Report #5](https://vulkan.org/blog/godot-vulkan-progress-report-5.md)
  - [GODOT Vulkan progress report #6](https://vulkan.org/blog/godot-vulkan-progress-report-6.md)
  - [GODOT Vulkan progress report #7](https://vulkan.org/blog/godot-vulkan-progress-report-7.md)
  - [HLSL as a First Class Vulkan Shading Language](https://vulkan.org/blog/hlsl-as-a-first-class-vulkan-shading-language.md)
  - [Holochip Develops Breakthrough Light Field Rendering Using Vulkan Ray Tracing](https://vulkan.org/blog/holochip-develops-breakthrough-light-field-rendering-using-vulkan-ray-tracing.md)
  - [Improving App Performance with Baseline Profiles](https://vulkan.org/blog/improving-app-performance-with-baseline-profiles.md)
  - [Introducing Vulkan Ray Tracing Position Fetch Extension](https://vulkan.org/blog/introducing-vulkan-ray-tracing-position-fetch-extension.md)
  - [Khronos Finalizes Vulkan Video Extensions for Accelerated H.264 and H.265 Decode](https://vulkan.org/blog/khronos-finalizes-vulkan-video-extensions-for-accelerated-h-264-and-h-265-decode.md)
  - [Khronos Finalizes Vulkan Video Extensions for Accelerated H.264 and H.265 Encode](https://vulkan.org/blog/khronos-finalizes-vulkan-video-extensions-for-accelerated-h-264-and-h-265-encode.md)
  - [Khronos Releases AV1 Decode in Vulkan Video with SDK Support for H.264/H.265 Encode](https://vulkan.org/blog/khronos-releases-av1-decode-in-vulkan-video-with-sdk-support-for-h-264-h-265-encode.md)
  - [Khronos Releases Maximal Reconvergence and Quad Control Extensions for Vulkan and SPIR-V](https://vulkan.org/blog/khronos-releases-maximal-reconvergence-and-quad-control-extensions-for-vulkan-and-spir-v.md)
  - [Khronos Vulkan Working Group Releases Shading Rate Extension to Increase Rendering Performance and Quality](https://vulkan.org/blog/khronos-vulkan-working-group-releases-shading-rate-extension-to-increase-rendering-performance-and-quality.md)
  - [Mesh Shading for Vulkan](https://vulkan.org/blog/mesh-shading-for-vulkan.md)
  - [Moving Habitat to NAP 0.4](https://vulkan.org/blog/moving-habitat-to-nap-0-4.md)
  - [My toy renderer](https://vulkan.org/blog/my-toy-renderer.md)
  - [New Guide to Vulkan Synchronization Validation](https://vulkan.org/blog/new-guide-to-vulkan-synchronization-validation.md)
  - [Porting NAP Framework to Vulkan](https://vulkan.org/blog/porting-nap-framework-to-vulkan.md)
  - [Raw Vulkan](https://vulkan.org/blog/raw-vulkan.md)
  - [Ray Tracing In Vulkan](https://vulkan.org/blog/ray-tracing-in-vulkan.md)
  - [Reducing Draw Time Hitching with VK_EXT_graphics_pipeline_library](https://vulkan.org/blog/reducing-draw-time-hitching-with-vk_ext_graphics_pipeline_library.md)
  - [Resolving Long Standing Issues with Vulkan Windowing System Integration (WSI)](https://vulkan.org/blog/resolving-long-standing-issues-with-vulkan-windowing-system-integration.md)
  - [Snapshot: High Resolution Vulkan Screenshot Capture with the NAP Framework](https://vulkan.org/blog/snapshot-high-resolution-vulkan-screenshot-capture-with-the-nap-framework.md)
  - [Streamlining Render Passes](https://vulkan.org/blog/streamlining-render-passes.md)
  - [Streamlining Subpasses](https://vulkan.org/blog/streamlining-subpasses.md)
  - [Stuck on OpenGL ES? Time to move on! Why Vulkan is the future of graphics](https://vulkan.org/blog/stuck-on-opengl-es-time-to-move-on-why-vulkan-is-the-future-of-graphics.md)
  - [Vulkan SDK Offers Developers a Smooth Transition Path to Synchronization2](https://vulkan.org/blog/synchronization2.md)
  - [Understanding Vulkan Synchronization](https://vulkan.org/blog/understanding-vulkan-synchronization.md)
  - [Using asynchronous compute on Arm Mali GPUs](https://vulkan.org/blog/using-asynchronous-compute-on-arm-mali-gpus.md)
  - [VK_EXT_descriptor_buffer](https://vulkan.org/blog/vk_ext_descriptor_buffer.md)
  - [VK_EXT_image_view_min_lod Vulkan extension released](https://vulkan.org/blog/vk_ext_image_view_min_lod-vulkan-extension-released.md)
  - [Vulkan 1.3 and Roadmap 2022](https://vulkan.org/blog/vulkan-1-3-and-roadmap-2022.md)
  - [Vulkan Bits and Pieces: Synchronization in a Frame](https://vulkan.org/blog/vulkan-bits-and-pieces-synchronization-in-a-frame.md)
  - [Vulkan Documentation Just Got Easier!](https://vulkan.org/blog/vulkan-documentation-just-got-easier.md)
  - [Vulkan for Cloud-based Transient Compute](https://vulkan.org/blog/vulkan-for-cloud-based-transient-compute.md)
  - [AMD GPUOpen Vulkan® Tutorials and Samples](https://vulkan.org/blog/vulkan-r-tutorials-and-samples.md)
  - [Vulkan Ray Tracing Best Practices for Hybrid Rendering](https://vulkan.org/blog/vulkan-ray-tracing-best-practices-for-hybrid-rendering.md)
  - [Vulkan Ray Tracing Final Specification Release](https://vulkan.org/blog/vulkan-ray-tracing-final-specification-release.md)
  - [Vulkan samples: Bandwidth and throughput optimizations for mobile](https://vulkan.org/blog/vulkan-samples-bandwidth-and-throughput-optimizations-for-mobile.md)
  - [Vulkan Support Added to OpenUSD and Pixar’s Hydra Storm Renderer](https://vulkan.org/blog/vulkan-support-added-to-openusd-and-pixars-hydra-storm-renderer.md)
  - [Vulkan Timeline Semaphores](https://vulkan.org/blog/vulkan-timeline-semaphores.md)
  - [Yet another blog explaining Vulkan synchronization](https://vulkan.org/blog/yet-another-blog-explaining-vulkan-synchronization.md)
