New Vulkan Tutorial: Opacity Micromaps A focused bonus course tucked inside Building a Simple Engine's "Extra Courses," aimed at one very specific ray tracing performance problem: alpha-tested geometry. Foliage, chain-link fences, and hair force the GPU to run […] [Original post on fosstodon.org]
Vulkan
@vulkan.fosstodon.org.ap.brid.gy
API for High-efficiency Graphics and Compute on GPUs [bridged from https://fosstodon.org/@vulkan on the fediverse by https://fed.brid.gy/ ]
SIGGRAPH 2026 is here! If you're at LACC or the JW Marriott this week, don't miss: Khronos Fast-Forward (Mon, 1pm) for a rapid-fire tour of Vulkan, Slang, OpenXR, glTF, ANARI, and WebGL/WebGPU — plus deep-dives throughout the week on The State of Vulkan, glTF 2.1 and Beyond, OpenXR's move into […]
Original post on fosstodon.org
fosstodon.org
*Turn Cloud and Local LLMs into a genuine engineering teammate.* This series is about "Collaborative Engineering" — using AI deliberately and rigorously, not just autocomplete. It sets up an AI-enhanced toolchain, teaches you to pick and specialize models for […] [Original post on fosstodon.org]
*Stop guessing at barriers. Start reasoning about dependencies.* Vulkan's hardest topic, rebuilt around the modern standard. This series replaces legacy 1.0 barrier soup with `vk::DependencyInfo` and timeline semaphores, then uses that foundation to architect […] [Original post on fosstodon.org]
Khronos is heading to SIGGRAPH 2026, July 19-23 in Los Angeles, with a full week of courses, BOFs, and community events. The centerpiece is Wednesday, July 22 — our biggest BOF day of the conference, packed with back-to-back sessions covering the full breadth […] [Original post on fosstodon.org]
*Take your Vulkan renderer into stereo, headset, and beyond.* The most expansive series in the collection, walking from the OpenXR/Vulkan 1.3 handshake all the way to multi-GPU CAVE installations and light-field rendering — everything needed to ship real […] [Original post on fosstodon.org]
*From rigged mesh to a living, physically-simulated character* New Advanced glTF tutorial series: GPU compute skinning, ragdoll physics, procedural IK, and bindless facial morph targets — a real production pipeline, not just a demo scene […] [Original post on fosstodon.org]
Vulkanised 2027, the 9th Vulkan Developer Conference, heads to Kortrijk, Belgium on February 8–10, 2027, hosted by HOWEST University of Applied Sciences. We're looking for talks from application developers, Vulkan implementers, framework builders, and […] [Original post on fosstodon.org]
If you're at SIGGRAPH 2026, don't miss the Real-Time Shading BOF — Tuesday, July 21, 1:00–3:00 PM PDT, Room 518 Special guest speaker, Ken Perlin, will be presenting, "The birth of Procedural Shaders." Don't miss it! […] [Original post on fosstodon.org]
*Run trained neural networks on the GPU — your way, your pipeline.* A pragmatic, three-path series: integrate battle-tested libraries (TensorFlow Lite, ONNX Runtime, PyTorch Mobile, DirectML), compile models through an ML compiler (IREE, TVM, OpenXLA), or […] [Original post on fosstodon.org]
Vulkan is deprecating host-side ray tracing acceleration structure builds. #Vulkan is consolidating around a single, device-address-based path for acceleration structure builds, moving away from the host-side commands introduced back in 2020. If you're still […] [Original post on fosstodon.org]
"Unlock the GPU as a general-purpose engine, not just a rasterizer." This series takes you past `vkCmdDispatch` and into how compute actually executes on real hardware — occupancy, latency hiding, the Vulkan memory model, and subgroup operations that let […] [Original post on fosstodon.org]
This great blog from NVIDIA describes the new descriptor heap feature in Vulkan that refactors resource binding from the ground up, addressing long-standing user feedback to streamline and bring greater parity to how it works in Direct3D 12 (D3D12). This post highlights what descriptor heaps add […]
Original post on fosstodon.org
fosstodon.org
Vulkan has published a new sample demonstrating Shader Execution Reordering (SER) for ray tracing. SER separates ray traversal from shader invocation, letting the GPU reorder threads for better coherency before execution. The sample includes an interactive on/off toggle across three divergent […]
Original post on fosstodon.org
fosstodon.org
New Vulkan sample: Rasterization Order Attachment Access This sample demonstrates VK_EXT_rasterization_order_attachment_access, which enables framebuffer attachment reads from one fragment to the next in rasterization order, without requiring explicit synchronization or subpass […]
Original post on fosstodon.org
fosstodon.org
Optimizing Vulkan for tile-based GPUs? The Vulkan Guide's TBR best practices page is a great resource. The core idea: keep data on-chip. Quick wins: - Set loadOp/storeOp correctly on render pass attachments - Mark depth/stencil as DONT_CARE if you don't need them after the pass - Use compact […]
Original post on fosstodon.org
fosstodon.org
A new tutorial from Etay Meiri is out: https://www.youtube.com/watch?v=HmA0ytPjbK0 In this video he demonstrates how to use Specialization Constants in Vulkan.
Arm has done some major upgrades to Frame Advisor, a free suite of profiling and performance analysis tools for Arm CPUs and GPUs. The new updates significantly improves capture reliability, correctness, and long-term scalability for complex Vulkan workloads […]
Original post on fosstodon.org
fosstodon.org
LunarG's white paper, Configuring Vulkan Layers, has been updated for Vulkan SDK 1.4.335 and newer. This comprehensive guide serves as the go-to reference for configuring Vulkan layers. The new update brings greater consistency, easier discovery of layer features, and smoother workflows for […]
Original post on fosstodon.org
fosstodon.org
New blog: 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. Fully GPU-resident, no CPU hand-offs, and portable […] [Original post on fosstodon.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 […] [Original post on fosstodon.org]
We are excited to share that the session videos and presentation slides from Vulkanised 2026 are now available online! The full set of technical videos and downloadable slides covering keynotes, deep-dives, case studies, and panel sessions is now ready for the […] [Original post on fosstodon.org]
Vulkan has completely revamped the Vulkan subsystem with the release of the VK_EXT_descriptor_heap extension. In this blog, Vulkan Strategy Officer, Tobias Hector, explains how the new extension fundamentally changes how Vulkan applications interact with […] [Original post on fosstodon.org]
The 2026 LunarG Vulkan Ecosystem Survey is LIVE! Your feedback shapes Vulkan's future: SDK tools, validation layers, extensions, platform support & more. Quick, anonymous, and it helps every dev in the ecosystem. Take it now! https://surveymonkey.com/r/LRFD7V6
Today the Vulkan Working Group has released two important updates to the API and ecosystem: an entirely new Descriptor system and the Vulkan Roadmap 2026 Milestone. Initial support for these features is expected in the next Vulkan SDK release planned for Q1 […] [Original post on fosstodon.org]
Register now for Vulkanised 2026, the largest event dedicated to developers using the Vulkan API, and bring your questions to be answered by our world-leading panel of experts! Explore the agenda and register today: https://vulkan.org/events/vulkanised-2026 […] [Original post on fosstodon.org]
Khronos Group Welcomes Lisuan Technology as Contributor Member Lisuan Technology is a company dedicated to the research and development of graphics rendering GPUs. Founded by leading figures in the GPU industry, it possesses capabilities in large-scale chip […] [Original post on fosstodon.org]
Early Bird pricing for Vulkanised 2026 ends on January 18. Register now to attend the largest event dedicated to developers using the Vulkan API. Learn from leading Vulkan experts and gain real-world insights into the latest Vulkan developments, extensions […] [Original post on fosstodon.org]
Newly released VK_EXT_present_timing extension combines two fundamental features: -The ability to receive timing feedback about previous presentation requests -The ability to explicitly specify a target presentation time for each request Learn more: https://khr.io/1m8 #vulkan