Today, Khronos has released the final versions of the set of Vulkan, GLSL and SPIR-V extension specifications that seamlessly integrate ray tracing into the existing Vulkan framework. This is a significant milestone as it is the industry’s first open, cross-vendor, cross-platform standard for ray tracing acceleration - and can be deployed either using existing GPU compute or dedicated ray tracing cores. Vulkan Ray Tracing will be familiar to anyone who has used DirectX Raytracing (DXR) in DirectX 12, but also introduces advanced functionality such as the ability to load balance ray tracing setup operations onto the host CPU. Although ray tracing will be first deployed on desktop systems, these Vulkan extensions have been designed to enable and encourage ray tracing to also be deployed on mobile. Additionally, Khronos has posted a blog on “Vulkan Ray Tracing Best Practices for Hybrid Rendering” which explores ray tracing techniques in Wolfenstein: Youngblood.