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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
  • 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!


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