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  1. Physical Device Selection The (expressive and verbose) Vulkan way: Explicitly express which GPU does what. // Query the number of physical devices: uint32_t count; …

  2. Feb 19, 2025 · Complex interactions Missing capabilities To be expected for an entirely new API! Picking a version and extensions is hard Yet using Vulkan 1.0 is even harder

  3. Raising the Bar Vulkan 1.0 was designed to run on GLES 3.1-class GPUs (circa 2014) Core versions need to run on the broadest set of devices

  4. Vulkan Roadmap: Ecosystem Setting industry Evolution direction The roadmap sets forward-looking targets for new hardware, with milestones established for new mid-to-high-end GPUs …

  5. Whether you work in Hardware or Software, we need your help to make the Vulkan ecosystem as great as it can be, so please get in touch with any feedback, bugs etc.

  6. The RenderResourceHandle of this buffer is simply a hlsl declarations packed u32, which we communicate to the GPU using push constants. 03 The shader then loads this buffer from the …

  7. Pre-built tools installed into system locations, ready for use. Tools from 22 repositories! Vetted and curated content to ensure compatibility and seamless integration Ready-to-use versions of …

  8. Pass in e.g. row-major layout, it writes out optimal layout Critical for best performance No need for a separate VkTensor resource, store in SSBO/ByteAddressBuffer Vulkan API command to …

  9. 2025 Machine Learning in Vulkan with Cooperative Matrix 2 The 7th Vulkan Developer Conference Cambridge, UK | February 11-13, 2025

  10. Vulkan Configurator in a nutshell It’s an intuitive GUI application to discover and to configure Vulkan Layers and Vulkan Layer functionalities. A component of the Vulkan SDK. Vulkan …