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Vulkanised 2021

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October 13-14, 2021

Event is now over

Presentations and other assets from this event are presented here. For information on upcoming events, click here.

Join us for Vulkanised 2021, a unique technical event where graphics developers meet up and learn from leading Vulkan experts. We have an exciting line-up to share including Vulkan case studies, two deep-dive SDK tutorials, updates on the Vulkan API, MoltenVK, ASTC, KTX 2, the Android GPU Inspector, and an open Q&A session with our panel of experts.

Vulkanised 2021 is an online live event, running over two days (October 13-14) and is FREE to attend. Registration is required to join and the event will use the Zoom Webinar platform.

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The sessions are aimed at 3D graphics developers who have hands-on experience of programming with APIs such as Vulkan, OpenGL, OpenGL ES, Direct3D or Metal. We aim to provide graphics developers a wealth of best practices and learning experiences from Vulkan experts, including studios shipping games, middleware providers and Vulkan driver implementers. The overall goal is for developers to learn how to get the most out of Vulkan in their engine, application or title.

  • Get all your Vulkan Questions Answered: Attendees will be able to post questions to our speakers throughout the live event, and we will conclude with an Open Q&A session.
  • Don’t miss out: Join the Vulkan Newsletter mailing list to hear about future events and receive the latest updates on Vulkan and the wider eco-system.

The event will follow the Khronos Conference Code to provide a harassment-free experience for everyone.


Wednesday October 13 - Deep-Dive Tutorials

Tutorial 1:

  • Ensure Correct Vulkan Synchronization by Using Synchronization Validation
    • Presented by: Jeremy Gebben and John Zulauf, LunarG
    • View Abstract Correct synchronization is needed to ensure correct results from Vulkan API operations (whether graphical or computational). This session will focus on this open-source synchronization solution and share the following:(1) an overview of Vulkan Synchronization including the new Synchronization2 extension, and (2) Using Synchronization Validation to verify correct synchronization. Topics will include the theory of operation, interpreting error messages, debugging tips, common errors, known case studies, and what’s next for Vulkan Synchronization Validation.
    • Start Time: 16:00 CET|10:00 EST|07:00 PDT
    • Duration: Approx 75 mins, including Q&A

Tutorial 2:

  • Building a Vulkan Layer in Symbiose Within the Vulkan Ecosystem
    • Presented by: Christophe Riccio, LunarG
    • View Abstract Vulkan Layers are well known by Vulkan developers particularly thanks to the Validation layer that is an essential part of the Vulkan developers' daily tool kit. Previously, using the Validation layer and customizing its features was done either programmatically or using environment variables. This required reading Validation Layer documentation to use its features and following the Validation layer development to leverage new features. This approach introduced an undesirable and continuous learning curve for the Vulkan application developers. Thankfully, the Vulkan Configurator was created to tackle this issue, presenting the Khronos and LunarG Vulkan layers with an intuitive interface for enabling layer features to be used during Vulkan applications development. With the July 2021 release of the Vulkan SDK, we opened up the Vulkan Configurator system that allows creating this efficient workflow so that any third-party Vulkan layers in the ecosystem could be exposed to the Vulkan application developers intuitively through the Vulkan Configurator. Specifically, this tutorial will discuss the Vulkan Loader, Vulkan Layer and Vulkan Configurator architecture and how to add settings to a Vulkan layer code to provide full control of the layer to the Vulkan application developers.
    • Start Time: 17:30 CET|11:30 EST|08:30 PDT
    • Duration: Approx 60 mins, including Q&A

Thursday October 14 - Vulkan Presentations

Start Time: 16:00 CET | 10:00 EST | 07:00 PDT

Duration: Approx 150 mins

  • Vulkan Fast Forward - New features and Directions
    • Speaker: Tom Olson, Arm and Vulkan Working Group Chair
    • View Abstract In this talk Tom will provide developers with updates on the latest features to be introduced into Vulkan API and eco-system, insights into future directions, as well as highlighting some of the latest titles and applications using Vulkan.Tom will also be available to answer questions from the community.
  • Case Study: The NAP Framework and Vulkan
    • Coen Klösters, Naivi
    • View Abstract How Vulkan, together with the Naivi NAP Framework, is used in production to program, pre-visualize and sequence many physical objects using industrial protocols at high frequency with minimal latency and computational overhead in real-time. Including robotics incorporated into high-end design objects and complex interactive experiences.
  • Vulkan SDK and Ecosystem Updates
    • Speaker: Karen Ghavam, LunarG
    • View Abstract The Vulkan SDK is a key tool for Vulkan Application Developers in that it provides the Validation Layers in addition to many other useful developers tools. This talk will give an update on all the latest features included in the Vulkan SDK over the last year.
  • The New Optimized ASTC texture Compressor (astcenc)
    • Pete Harris, Arm
    • View Abstract The last 12 months have seen rapid development of the Arm ASTC texture compressor, astcenc, open source under Apache 2.0 license. This session will outline the performance improvements, new features, and recommendations for getting the best compression out of ASTC.
  • Shader Compilation Pipeline in Baldur's Gate 3
    • Mikhail Korolev, Larian Studios
    • View Abstract We'll explain the beginning of the pipeline to compile HSLS sources in a node based material system for Vulkan and its evolution in solving emerging problems. Also, how we use tools to extract and process reflection information from shaders, validate shader modules offline, and optimize bindings generation.
  • Vulkan Portability and MoltenVK - Layering Vulkan Over Metal.
    • Bill Hollings, Lead Developer of MoltenVK, Brenwill Workshop
    • View Abstract As an industry-standard API, Vulkan aims to be available on a large number of platforms. While native Vulkan drivers are available on many platforms, there are other popular platforms that do not support Vulkan natively. Vulkan Portability aims to counter platform fragmentation and broaden the Vulkan ecosystem by encouraging layered implementations of Vulkan functionality over Metal, DX12 and other APIs.MoltenVK was the first layered implementation of Vulkan functionality, and is a key technology in the Vulkan Portability ecosystem, providing Vulkan functionality on Apple platforms, by layering Vulkan over Metal. In this talk Bill will discuss the history of MoltenVK, the Vulkan Portability initiative, the push for a Vulkan Portability Subset extension that helps applications understand platform capability variations that deviate from strict Vulkan conformance, and the push to have MoltenVK help define the Vulkan Portability Subset extension, and become conformant with it.
  • Android GPU Inspector 2.0 - Profiling at a Vulkan render pass level
    • Pau Baiget and Francesco Carucci, Google
    • View Abstract An update on the Android GPU Inspector 2.0, including an overview of the new frame profiler and insights into new features in the roadmap, including upgraded Vulkan support.
  • BasisU Texture Compression + KTX2
    • Sascha Willems, Independent Software Developer
    • View Abstract Sascha is an independent developer, Khronos contributor and maintains the Vulkan hardware capability databases & viewer at
  • Ask the Vulkan Experts - Open Q&A Session
    • Chaired by: Piers Daniell, NVIDIA
    • Panelists: Tom Olson, Arm; Karen Ghavam, LunarG; Francesco Carucci, Google; Ralph Potter, Samsung; Steve Winston, Holochip
    • Our panel of Vulkan experts will be available to answer questions put to them by attendees using the live Zoom Webinar Q&A feature. Don’t hold back. This is your opportunity to put your questions to members of the Khronos Vulkan Working Group and other industry experts.

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Jeremy Gebben
Jeremy Gebben , LunarG
John Zulauf
John Zulauf, LunarG
Christophe Riccio
Christophe Riccio, LunarG
Tom Olson
Tom Olson, Arm and Vulkan Working Group Chair
Coen Klösters
Coen Klösters, Naivi
Karen Ghavam
Karen Ghavam, LunarG
Pete Harris
Pete Harris, Arm
Mikhail Korolev
Mikhail Korolev, Larian Studios
Bill Hollings
Bill Hollings, MoltenVK
Pau Baiget
Pau Baiget, Google
Francesco Carucci
Francesco Carucci, Google
Sascha Willems
Sascha Willems, Independent Software Developer
Piers Daniell
Piers Daniell, NVIDIA

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