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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.

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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

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The essential resources for Vulkan development

Key Resources

Thanks to the support of the Khronos membership and our passionate developer community, there is a full set of well-supported developer information and educational resources to help quickly get you up and running with your Vulkan application development.

Key Resources

SUPERHOT: MIND CONTROL DELETE - SuperHot

The essential resources for Vulkan development

Key Resources

Thanks to the support of the Khronos membership and our passionate developer community, there is a full set of well-supported developer information and educational resources to help quickly get you up and running with your Vulkan application development.

The most popular tutorials for getting started

Vulkan Tutorials

Vulkan is by design a low-level API that removes many of the abstractions found in previous generation graphics APIs. This is great for delivering maximum performance, but has the side effect of exposing more complexity to the developer. Fortunately, several excellent tutorials exist to help clear this hurdle and get productive quickly.

Vulkan Tutorials

NAP Framework - Naivi.nl

The most popular tutorials for getting started

Vulkan Tutorials

Vulkan is by design a low-level API that removes many of the abstractions found in previous generation graphics APIs. This is great for delivering maximum performance, but has the side effect of exposing more complexity to the developer. Fortunately, several excellent tutorials exist to help clear this hurdle and get productive quickly.

  • New to Vulkan? This Vulkan tutorial will teach you the basics of using the Vulkan graphics and compute API.

    The ideas behind Vulkan are similar to those of Direct3D 12 and Metal, but Vulkan has the advantage of being fully cross-platform and allows you to develop for Windows, Linux and Android at the same time.

    Come take the tour to start familiarizing yourself with this powerful graphics API can deliver outstanding performance no matter what you are developing for.

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  • Sascha has developed a comprehensive collection of open source C++ examples for Vulkan, the new generation graphics and compute API from Khronos.

    These are a great way to get familiar with the basics of Vulkan from drawing your first triangle to learning many of the key constructs of the API (pipelines, descriptor sets, render passes, and much more).

    These samples are an even more effective resource when used alongside the Vulkan Samples.

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  • For some good perspective on how to think about Vulkan and the steps needed to get proficient, check out this blog by Jeremy Young.

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  • LunarG has created a Tutorial that walks through the steps to create a simple Vulkan program. Each tutorial section corresponds directly to a sample program included with the tutorial.

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  • For those who have a good grounding in existing APIs (e.g. D3D11 and GL) and understand the concepts of multithreading, staging resources and synchronisation but want to know how to implement these with Vulkan.

    The RenderDoc team provides us with a whirlwind tour of what the main Vulkan concepts look like.

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  • Vulkan’s barrier system is unique as it not only requires you to provide what resources are transitioning, but also specify a source and destination pipeline stage.

    This allows for more fine-grained control of when a transition is executed. However, you can also leave quite a lot of performance on the table if you just use the simple method. This tutorial will cover how to handle this properly.

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  • AMD sponsored GPUOpen provides a set of resources to help you learn about Vulkan's low-level graphics APIs for creating games and other graphics applications.

    It also includes a number of developer case studies on developing with and porting to Vulkan.

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  • The goal of this guide is to understand Vulkan correctly, and act as a stepping stone for then working in your own projects.

    With a focus around dynamic rendering, this guide is intended to act as a strong base code for a game engine

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  • Arseny Kapoulkine covers a wide range of topics in this break down of Vulkan performance. Originally part of the GPU Zen 2 book this section is now available for free and a must read for developers looking to squeeze the most out of Vulkan.

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  • Brendan Galea has created a nice set of video tutorials that walk developers through a number of Vulkan technical topics including introdcutory topics like opening a window to more advanced topics like Fragment Interpolation, Pipeline Setup, Swap Chains, Push Constants, etc.

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  • A Vulkan Lecture Series from Johannes Unterguggenberger explaining some of the basics for Vulkan developers getting started with Vulkan.

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Guides to best practice Vulkan development

Vulkan Best Practice

Here you'll find guidelines and tips for how to get the best performance from your target platform direct from the hardware manufacturer.

Vulkan Best Practice

Half-Life: Alyx - Valve

Guides to best practice Vulkan development

Vulkan Best Practice

Here you'll find guidelines and tips for how to get the best performance from your target platform direct from the hardware manufacturer.

The latest educational and case study blogs

Blogs

Find out 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.
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