Source:
https://www.khronos.org/vulkan
Graphics and compute belong together
Vulkan™ is making it happen.
The next generation graphics API from Khronos.
Gabe Newell - Valve
- Direct control over GPU operation, with minimized driver overhead for maximum performance
- Multi-threading-friendly architecture to increase overall system performance
- Designed to be used in a wide variety of devices including mobile, desktop, consoles, and embedded platforms
- Uses Khronos’ new SPIR-V™ intermediate representation for shading language flexibility and simplified drivers (see more on SPIR-V here)
- Extensible layered architecture enables innovative tools without impacting production performance while validating, debugging, and profiling
- Simpler drivers for low-overhead efficiency and cross vendor portability
- Download the Vulkan overview
- Give your feedback in the Vulcan forum
- Read the press release
The Need for Vulkan
Vulkan Explicit GPU Control
Cross Platform Challenge
Vulkan Multi-threading Efficiency
Vulkan Language Ecosystem
Vulkan Status
Rapid progress since June 2014
- Significant proposals and IP contributions received from members
Participants come from all segments of the graphics industry
- Including an unprecedented level of participation from game engine ISVs
Initial specs and implementations expected this year
- Will work on any platform that supports OpenGL ES 3.1 and up
Working Group Participants