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The Vulkan Working Group has published, Building a Simple Game Engine, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development.
Learn more: https://www.khronos.org/blog/new-vulkan-game-engine-tutorial-build-your-own-production-ready-rend
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We are excited to share that the session videos and presentation slides from Vulkanised 2026 are now available online!
The full set of technical videos and downloadable slides covering keynotes, deep-dives, case studies, and panel sessions is now ready for the community.
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Happy birthday Vulkan!
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New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.
Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.
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🔥 Top post: The Vulkan Working Group has published, Building a Simple Game E · 87 likes + reposts
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The Vulkan Working Group has published, Building a Simple Game Engine, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development.
Learn more: https://www.khronos.org/blog/new-vulkan-game-engine-tutorial-build-your-own-…
*Turn Cloud and Local LLMs into a genuine engineering teammate.*
This series is about "Collaborative Engineering" — using AI deliberately and rigorously, not just autocomplete. It sets up an AI-enhanced toolchain, teaches you to pick and s…
*Stop guessing at barriers. Start reasoning about dependencies.*
Vulkan's hardest topic, rebuilt around the modern standard. This series replaces legacy 1.0 barrier soup with `vk::DependencyInfo` and timeline semaphores, then uses that f…
*Take your Vulkan renderer into stereo, headset, and beyond.*
The most expansive series in the collection, walking from the OpenXR/Vulkan 1.3 handshake all the way to multi-GPU CAVE installations and light-field rendering — everything need…
*From rigged mesh to a living, physically-simulated character*
New Advanced glTF tutorial series: GPU compute skinning, ragdoll physics, procedural IK, and bindless facial morph targets — a real production pipeline, not just a demo scene.
…
Vulkanised 2027, the 9th Vulkan Developer Conference, heads to Kortrijk, Belgium on February 8–10, 2027, hosted by HOWEST University of Applied Sciences.
We're looking for talks from application developers, Vulkan implementers, framework …
*Run trained neural networks on the GPU — your way, your pipeline.*
A pragmatic, three-path series: integrate battle-tested libraries (TensorFlow Lite, ONNX Runtime, PyTorch Mobile, DirectML), compile models through an ML compiler (IREE, …
Vulkan is deprecating host-side ray tracing acceleration structure builds. #Vulkan is consolidating around a single, device-address-based path for acceleration structure builds, moving away from the host-side commands introduced back in 2…
"Unlock the GPU as a general-purpose engine, not just a rasterizer."
This series takes you past `vkCmdDispatch` and into how compute actually executes on real hardware — occupancy, latency hiding, the Vulkan memory model, and subgroup oper…
New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.
Fully GPU-resident, no CPU hand-off…
We are excited to share that the session videos and presentation slides from Vulkanised 2026 are now available online!
The full set of technical videos and downloadable slides covering keynotes, deep-dives, case studies, and panel session…
Happy birthday Vulkan!
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