Happy to announce the establishment of Khronos AISBL, an international non-profit association headquartered in Brussels, Belgium. This new entity enables European organizations to include Khronos as a formal project partner in major EU-funded research. www.khronos.org/news/press/t...
@saschawillems.bsky.social
Application developer by day, open source developer and Khronos contributor by night. Maintainer of the Vulkan and OpenGL and hardware databases at https://www.gpuinfo.org
#Vulkan Hardware Capability Viewer 4.13 released @vulkan.org . Better late than never, this version adds support for additional format feature flags introduced with VK_KHR_format_feature_flags2. Note that the database will need some time to catch up. Download at vulkan.gpuinfo.org/download.php
Download - Vulkan Hardware Database by Sascha Willems
Vulkan GPU hardware database
vulkan.gpuinfo.org
So many new features in vk_gltf_renderer (github.com/nvpro-sample...) since my last post, I'll drop a few highlights. - glTF 2.1 External Assets - Releases: compiled version of the sample - PBR: better volume scattering, retroreflection - Optimizations: material compile defines - Opacity Micromesh
@vulkan.org #Vulkan Hardware Capability Viewer 4.12 has been released. This version adds support for new extensions and also makes sure instance extensions that device extensions depend on are supported. Download available at vulkan.gpuinfo.org/download.php
Download - Vulkan Hardware Database by Sascha Willems
Vulkan GPU hardware database
vulkan.gpuinfo.org
SIGGRAPH 2026 links: blog.selfshadow.com/2026/07/26/s.... I'll continue to add to the list as more things show up online.
SIGGRAPH 2026 Links
blog.selfshadow.com
The Khronos Group today announced dates and venue for two co-located events: Vulkanised 2027 (February 8–10) and the Real-Time Shading Symposium 2027 (February 11–12). Both events will be hosted at Howest University of Applied Sciences. www.khronos.org/news/press/k... #vulkan #vulkanised #RTSS2026
Khronos Announces Vulkanised 2027 and Real-Time Shading Symposium 2027
The Khronos Group today announced dates and venue for two co-located…
khronos.org
Updates for the mega geo samples Open-source tessellation table replacing the Unreal derived version github.com/nvpro-sample... Use sparse buffers to grow the CLAS storage dynamically github.com/nvpro-sample...
GitHub - nvpro-samples/vk_tessellated_clusters: Sample for adaptive triangle tessellation in ray tracing
Sample for adaptive triangle tessellation in ray tracing - nvpro-samples/vk_tessellated_clusters
github.com
Khronos is running a survey on shading language usage www.surveymonkey.com/r/LKWFQ3M
2026 Shader Ecosystem Survey
Take this survey powered by surveymonkey.com. Create your own surveys for free.
surveymonkey.com
For anyone who couldn't make it to GodotCon, the recording of my talk "Integrating Vulkan Ray Tracing in Godot" is now up on YouTube! #Godot #Vulkan #RayTracing
Integrating Vulkan Ray Tracing in Godot – Antonio Caggiano – GodotCon 2026
YouTube video by Godot Engine
youtube.com
For those that feel adventurous: I just added a C++ sample for using descriptor heaps with untyped pointers in #Vulkan , see github.com/SaschaWillem...
github.com
New blog post! This time I went deep down the rabbit hole of NTSC/PAL emulation in the context of PS2 emulation. themaister.net/blog/2026/05...
Emulating old junk from yesteryear – or my obsession making native resolution PS2 emulation look good – Maister's Graphics Adventures
themaister.net
OpenCL 3.1 just dropped. Khronos is tightening the spec by making SPIR-V kernels, subgroups, and integer dot products part of the core. Also improves memory model + sync and aligns device IDs with Vulkan. www.khronos.org/blog/opencl-... #OpenCL #GPU #Compute
OpenCL 3.1 is Here
On the eve of IWOCL 2026, the Khronos® OpenCL Working Group has released OpenCL™ 3.1, bringing widely deployed, field-proven capabilities into the core specification to expand functionality, includin...
khronos.org
The Khronos 3D Formats Working Group has launched an Education, Insights, and Outreach (EIO) Subgroup to help developers and creators get the most from #glTF and #KTX — closing the gap between specification and real-world practice. www.khronos.org/blog/from-sp... #Khronos #OpenStandards
From Specification to Practice: Unlocking glTF’s Full Potential
The Khronos 3D Formats Working Group, which manages both the glTF and KTX standards, has launched an Education, Insights, and Outreach (EIO) Subgroup dedicated to equipping creators and developers wit...
khronos.org
🔔 We’re #Hiring! The Forge Interactive is looking for Graphics Programmers and Interns to join our team! 🌐 Apply on LinkedIn: The Forge Interactive, Inc. #GraphicsProgramming #Intern #GameDevCareers #OpenRole
Four weeks to the EGSR papers deadline! (I'm so excited to be on the Program Committee this year - cannot wait to see all the amazing papers submitted!) So - submit away! Important dates: Abstracts deadline: 4/8 Papers deadline: 4/15 Submit your work, and join in Bordeaux! egsr2026.inria.fr
Learn how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required. Learn more: www.khronos.org/blog/video-e... #Vulkan #FFmpeg #GPUCompute #ProRes #FFv1 #APV #VC2
Video Encoding and Decoding with Vulkan Compute Shaders in FFmpeg
In this blog we explore how FFmpeg uses Vulkan Compute to seamlessly accelerate encoding and decoding of even professional-grade video on consumer GPUs — unlocking GPU compute parallelism at scale, wi...
khronos.org
Just released a substantial update to the @vulkan.org #Vulkan hardware database at vulkan.gpuinfo.org.with this update, performance should improve a lot and with that also site availability. You can read up on the changes at www.saschawillems.de/blog/2026/03...
Improving performance of the Vulkan Hardware Database
Tackling performance issues Looking at server statistics, the Vulkan database alone is serving up to 3 million requests per month. A number I would’ve never imagined when I first created this back in ...
saschawillems.de
All of what we announced for PIX at GDC. devblogs.microsoft.com/directx/dire...
DirectX: Bringing Console-Level Developer Tools to Windows - DirectX Developer Blog
On March 12th 2026 the DirectX team, together with our hardware partners, hosted DirectX: Bringing Console-Level GPU Developer Tools to Windows at GDC.
devblogs.microsoft.com
SPIR-V 1.6 Revision 7 has been released. See change log: registry.khronos.org/SPIR-V/specs... #SPIRV #vulkan #GPUProgramming #GPU #GraphicsProgramming
SPIR-V Specification
registry.khronos.org
The Vulkan Working Group has published, Building a Simple Game Engine, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development. Learn more: www.khronos.org/blog/new-vul... #vulkan #tutorial #programming #gpu #gameengine
If you wanna know if #Vulkan @vulkan.org is the right graphics api for hobby developers (tl;dr: yes), you might find an answer in my #Vulkanised 2026 talk: www.youtube.com/watch?v=Eshk...
Vulkanised 2026: Vulkan Now and Then (for Hobbyists)
YouTube video by Vulkan
youtube.com
Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...
github.com
Khronos is celebrating 25 years of shaping visual computing with open standards! Come reminisce with us: www.khronos.org/blog/the-khr... #khronos #anniversary
In this blog, Vulkan Strategy Officer, Tobias Hector, explains how the new extension fundamentally changes how Vulkan applications interact with descriptors. The working group is looking for feedback before making it part of the core specification. Learn more: khr.io/1n5 #vulkan #gpu #programming
@vulkan.org #Vulkan Hardware Capability viewer 4.11 released. This version adds support for several new extensions, incl. VK_EXT_descriptor_heap. vulkan.gpuinfo.org/download.php
Download - Vulkan Hardware Database by Sascha Willems
vulkan.gpuinfo.org
🔔 We’re #Hiring! The Forge Interactive is looking for a Graphics Programmer and an Intern to join our team! 🌐 Apply on LinkedIn: The Forge Interactive, Inc. #GraphicsProgramming #Intern #GameDevCareers #OpenRole #GameDev