Vulkan – Cross platform 3D Graphics

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Khronos welcomes community contributions

Contributing

There are many ways community members can contribute to Vulkan ranging from joining Khronos as a member, making suggestions for the Vulkan spec via Github or contributing to the many open source software and tools projects. Here are a few pointers to how to get started:

Contributing

Khronos welcomes community contributions

Contributing

There are many ways community members can contribute to Vulkan ranging from joining Khronos as a member, making suggestions for the Vulkan spec via Github or contributing to the many open source software and tools projects. Here are a few pointers to how to get started:

    • Promoter/contributor levels: Directly influence the Vulkan spec (with voting rights)
    • Associate/Academic levels: Advise the Working Group on future evolution topics (no voting rights)

    Find Out More

  • Khronos hosts and maintains several public repos for Vulkan - please follow the contributing and licensing guidelines listed on the repos:

    The public community can contribute via

    • Submitting issues
    • Suggesting improvements

    Find Out More

Vulkan Platform Support

Vulkan is a cross-platform industry standard enabling developers to target a wide range of devices with the same graphics API.

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  • Nintendo Switch Logo

  • Khronos MoltenVK (MacOS/IOS support) Logo
  • Linux Logo

  • Android Logo

  • Huawei Harmoney OS Logo

Vulkan Developments

Latest Vulkan API Extensions and Additions

Vulkan is constantly evolving to bring new capabilities and improvements to the API. Here are some of the most recent developments

Latest Vulkan API Extensions and Additions

Baldur's Gate 3 - Larian Studios

Vulkan Developments

Latest Vulkan API Extensions and Additions

Vulkan is constantly evolving to bring new capabilities and improvements to the API. Here are some of the most recent developments

    • Vulkan 1.4 Specification

      The Vulkan 1.4 specification consolidates numerous previously optional extensions, features, and increased minimum hardware limits, many of which were defined in the Vulkan Roadmap 2022 and 2024 milestones and associated profiles

    • Read the press release

      Khronos Streamlines Development and Deployment of GPU-Accelerated Applications with Vulkan 1.4

    • Press Release

      Khronos has released finalized extensions, collectively called ‘Vulkan Video’, for seamlessly integrating hardware-accelerated video compression and decompression into the Vulkan API. This API incorporates industry feedback and exposes core decode Vulkan Video functionality to provide fully accelerated H.264 and H.265 decode.

    • Vulkan Video Blog - Decode

      Vulkan Video adheres to the Vulkan philosophy of providing applications flexible, fine-grained control over scheduling, synchronization, and memory allocation. By leveraging the existing Vulkan API framework, the Vulkan Video extensions enable efficient, low-latency, low-overhead use of processing resources for accelerated video processing.

    • Vulkan Video Blog - Encode

      With the release of Vulkan 1.3.274, Khronos has finalized the extensions to enable encoding of H.264 and H.265 video streams.

    • Vulkan Video Blog - AV1 Decode

      Khronos Releases AV1 Decode in Vulkan Video with SDK Support for H.264/H.265 Encode

    • Read the blog

      Khronos has introduced a new extension named VK_EXT_graphics_pipeline_library that allows for shaders to be compiled much earlier than at full Pipeline State Object (PSO) creation time. By leveraging this extension, I was able to avoid many causes of frame hitches due to PSOs being late-created at draw time in the Source 2 Vulkan renderer.

    • Spec Proposal Document

      This document outlines a proposal to allow partial compilation of portions of pipelines

    • Vulkan Specification

      The Vulkan API is under constant development, with an ever-growing pool of extensions to solve problems and add valuable new features. Starting with Vulkan 1.3 and the public roadmap, we’re taking a significant step to reduce feature fragmentation.

    • Vulkan 1.3 and Roadmap 2022 Blog

      The Vulkan API is under constant development, with an ever-growing pool of extensions to solve problems and add valuable new features. However, extensions typically don't come with a deployment timeline or a guarantee of which devices will support them. As a result, it can be hard for developers to have a clear picture of when and where extensions will be supported, and what functionality can be relied on for current and future projects. This situation is even more complex for developers shipping applications across both mobile and desktop platforms.

    • Vulkan 1.3 Public Roadmap and Profiles Press Release

      Vulkan 1.3 mandates widely supported features into the core standard; the Vulkan Roadmap provides visibility into Vulkan’s future requirements for key markets; Profiles streamline development and deployment of portable applications

    • Overview Blog

      The newly released VK_KHR_synchronization2 extension brings extensive improvements to Vulkan queue submission, events, and pipeline barriers to significantly improve API usability for developers.

    • Technical Blog

      The goal of this article is to help developers easily understand and not be intimidated or confused by one of the toughest aspects of Vulkan: Synchronization.

    • Synchronization 2 in the Vulkan Guide

      See this chapter in the Vulkan Guide for an overview of the latest Vulkan synchronization capabilities

    • Specification

      See the details of VK_KHR_synchronization2 in the Vulkan specification

    • Synchronization 2 code sample

      Demonstrates the use of the reworked synchronization api introduced with VK_KHR_synchronization2. This sample uses the new extension to streamline memory barriers used for compute and graphics work submissions.

    • Read the Blog

      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.

    • Ray Tracing in the Vulkan Guide

      For an overview of Ray Tracing in Vulkan, check out this chapter in the Vulkan Guide

    • Specification

      Start with the Ray Traversal and Ray Tracing sections of the Vulkan Spec for more details

    • Ray Tracing code sample

      Render a basic scene using the official cross-vendor ray tracing extension. Shows how to setup all data structures required for ray tracing

    • Read the Blog

      The new timeline semaphore synchronization API defines a primitive containing a superset of both the original VkSemaphore and VkFence primitives while simultaneously eliminating many of the most painful limitations of the previous APIs

    • Specification

      See detials for Timeline Semaphore in the Vulkan Specification

    • Timeline Semaphore code sample

      Demonstrates various use cases which are enabled with timeline semaphores. The sample implements "Game of Life" using out-of-order signal and wait, multiple waits on same semaphore in different queues, waiting and signalling semaphore on host.

    • Read the blog

      The VK_KHR_fragment_shading_rate extension provides a new, flexible technique to control the fragment shading rate, enabling developers to perform shading at a lower resolution than the render targets.

    • Specification

      See detials for VK_KHR_fragment_shading_rate in the Vulkan Specification

    • Fragment Shading Rate code sample

      Uses a special framebuffer attachment to control fragment shading rates for different framebuffer regions. This allows explicit control over the number of fragment shader invocations for each pixel covered by a fragment

    • Read the blog

      Android is enabling a host of useful new Vulkan extensions for mobile. These new extensions are set to improve the state of graphics APIs for modern applications, enabling new use cases and changing how developers can design graphics renderers going forward.

    • Specification

      See details for Descriptor Indexing in the Vulkan Specification

    • Descriptor Indexing code sample

      Demonstrates how to use descriptor indexing to enable update-after-bind and non-dynamically uniform indexing of descriptors

New to Graphics Programming?

If you're just starting out in your Graphics Programming journey, we've listed a few recommended resources to help get you spun up on the basics.

    Latest project

    Vulkan Portability

    Vulkan® Portability™ aims to counter platform fragmentation by encouraging layered implementations of Vulkan functionality over Metal, DX12 and other APIs. Vulkan Portability enables Vulkan applications to be reliably deployed across diverse platforms

    Vulkan Portability

    The release of the Vulkan SC 1.0 specification on March 1, 2022 marked an important milestone in delivering a new generation of safety-critical APIs. Based on the Vulkan 1.2 API, Vulkan SC meets the needs of safety-critical systems to leverage the performance of modern GPUs to satisfy their graphics and compute requirements.

    Vulkan SC

    February 13, 2026

    Vulkanised is the largest event dedicated to developers using the Vulkan API and is a unique technical event that brings the Vulkan developer community together to exchange ideas, solve problems and help steer the future development of the Vulkan API and ecosystem.

    The Khronos Group Birds of a Feather Sessions yesterday at the Fairmont was superb! It was great to see everyone again and to hear updates from WebGL, glTF, 3D Commerce, ANARI, OpenXR, Slang, ML Council and Vulkan. Afterward, the networking reception was packed and festive! Thank you to our Networking Reception sponsors: Cesium, LunarG, and NVIDIA!

    LunarG has announced, KosmicKrisp, a new Vulkan driver for Apple hardware, built within the Mesa 3D graphics framework. By focusing on Apple Silicon and leveraging Mesa’s Vulkan driver framework and robust tools, KosmicKrisp simplifies development and sets the stage for full Vulkan conformance at a pace that can keep up with the Vulkan API as it evolves. It is already close to Vulkan 1.3 conformance and is powering demos and workloads, including the Android Emulator, with promising early performance.

    As excitement builds for SIGGRAPH 2025, the Khronos Group is preparing to host its annual Vulkan Birds of a Feather session at SIGGRAPH 2025 on Wednesday, August 13, from 4:30 to 6:00 pm. The BOF is an essential gathering for graphics developers, GPU vendors, and graphics enthusiasts eager to stay on the cutting edge of the industry’s leading cross-platform graphics and compute API. This year’s Vulkan BOF will be packed with meaningful updates and will provide a great opportunity for community engagement. In this blog post, we preview the key Vulkan developments, initiatives, and events that will take center stage at the BOF, including: an update on Vulkan 1.4 adoption, recent extensions, a proposed new deprecation mechanism, enhancements to our samples and documentation, plus updates on the Vulkanised 2026 conference, and much more.

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