Close

Joel Felipe - Unsplash

Blog

The Latest Vulkan Blogs

Announcements, articles, and blurbs about Vulkan tech, conformant products, and more.

All Blogs

Detroit Become Human - Quantic Dream

Part 1

Porting Detroit Become Human from PlayStation® 4 to PC

In this three part series AMD and Quantic Dream break down the process of porting the hit title Detroit Become Human to PC.

Learn More

Wolfenstein: Youngblood - MachineGames

Vulkan Ray Tracing Best Practices for Hybrid Rendering

Exploring ray tracing techniques in Wolfenstein: Youngblood

Get an in-depth look at hybrid rendering in Wolfenstein: Youngblood

Learn More

The Vulkan® Working Group has released the VK_KHR_pipeline_binary extension, enabling direct retrieval of binary data associated with individual pipelines, bypassing the VkPipelineCache mechanism, and enabling applications to explicitly manage pipeline caching.
In March 2024, Richard Wright from LunarG updated the State of Vulkan on Apple Devices white paper to reflect the latest availability of the Vulkan SDK on Apple platforms, and its ability to be used to develop applications that are fully compatible with the Apple App Store.
Today we’re happy to announce the release of VK_KHR_dynamic_rendering_local_read, which adds support for local dependencies to dynamic rendering; enabling developers to fully move over to dynamic rendering as support is rolled out.
We have gathered all the key documents including the specifications, guides, tutorials and samples into a single website to allow developers to easily find the right documents and navigate quickly to the information they need.