walsufnir on 03 March 2015
Source:
https://www.khronos.org/vulkan
Graphics and compute belong together
Vulkan™ is making it happen.
The next generation graphics API from Khronos.
Vulkan is the new generation, open standard API for high-efficiency access to graphics and compute on modern GPUs. This ground-up design, previously referred to as the Next Generation OpenGL Initiative, provides applications direct control over GPU acceleration for maximized performance and predictability.
“Industry standard APIs like Vulkan are a critical part of enabling developers to bring the best possible experience to customers on multiple platforms. Valve and the other Khronos members are working hard to ensure that this high-performance graphics interface is made available as widely as possible and we view it as a critical component of SteamOS and future Valve games.”
Gabe Newell - Valve
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
Help shape the future of graphics. Khronos wants you to get involved!
- Download the Vulkan overview
- Give your feedback in the Vulcan forum
- Read the press release
The Need for Vulkan
Vulkan Explicit GPU Control
Vulkan delivers the maximized performance and cross platform portability needed by sophisticated engines, middleware and apps
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