Vulkan tagged news

Qualcomm Incorporated announced that its subsidiary, Qualcomm Technologies, Inc., has introduced three new next-generation Qualcomm Snapdragon processors: the Snapdragon 625, 435 and 425. The 625 supports PC-class graphics with the Qualcomm Adreno 506 GPU, which is designed to support the Vulkan API*. Adreno 505 and Adreno 506 are being designed to support the upcoming final version of Vulkan. Current specification status can be found at

Vulkan Programming Guide: The Official Guide to Learning Vulkan

Amazon is now accepting pre-orders on the new Vulkan Programming Guide: The Official Guide to Learning Vulkan. The Vulkan Programming Guide is the essential, authoritative reference to this new standard, for graphics programmers at all levels of experience, in any Vulkan environment, on any platform. The book is written by John Kessenich and Graham Sellers, both Khronos Group members.

NVIDIA just posted the next installment of their Vulkan tips blog series. This episode talks about memory management. Vulkan offers another key difference to OpenGL with respect to memory allocation. When it comes to managing memory allocations as well as assigning it to individual resources, the OpenGL driver does most of the work for the developer. This allows applications to be developed, tested and deployed very quickly. In Vulkan however, the programmer takes responsibility meaning that many operations that OpenGL orchestrates heuristically can be orchestrated based on an absolute knowledge of the resource lifecycle.

Khronos member Jason Ekstrand from Intel discussed the new Vulkan graphics API and its impact on Open-source software at Fosdem’16 over the weekend. The presentation slides from his talk are now available online.

Croteam, the studio that brought us the amazing Serious Sam series and The Talon Principle, are closely following the development of Vulkan and are prepared to use it. Given their track record, it’s very likely that Croteam will be one of the first studios to provide Vulkan support in its games.

John Carmack is the new CTO of Oculus VR. He’s still coding in his new position though, and yesterday he posted an interesting tweet about Vulkan, mentioning “impressive improvements” on early Vulkan drivers while running native code. He also added that it will be a “big win” once Vulkan gets proper support from popular engines such as Unity 5 and Unreal Engine 4. Last month, Khronos announced that Vulkan 1.0 was almost complete and it would be released in early 2016, with a slight delay over the previous schedule.

AMD Developer Technology Engineer Matthaeus Chajdas will be hosting a lecture at GDC 2016 on Vulkan. Vulkan and DirectX12 are new, low-level APIs which require developers to think about graphics in a new way. In many cases game engines need to be restructured to take advantage of low-level parallel submission, asynchronous execution and new state & resource handling features provided by the API. In this lecture, these new concepts will be reviewed and we will take a look at how launch titles successfully handled the transition to the new APIs. The presentation will include useful insights gained while developing the first wave of Vulkan & DirectX®12 titles.