12 Facts About Vulkan API

1.

Vulkan API was first announced by the non-profit Khronos Group at GDC 2015.

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2.

The Vulkan API was initially referred to as the "next generation OpenGL initiative", or "OpenGL next" by Khronos, but use of those names was discontinued when Vulkan was announced.

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3.

Vulkan API is not backwards compatible with OpenGL, although there are certain projects that implement OpenGL as a layer on top of Vulkan API, such as Google's ANGLE and Mesa's Zink.

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4.

Vulkan API offers lower overhead, more direct control over the GPU, and lower CPU usage.

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5.

The overall concept and feature set of Vulkan API is similar to concepts seen in Mantle and later adopted by Microsoft with Direct3D 12 and Apple with Metal.

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6.

Vulkan API reduces load on CPUs through the use of batching and other low-level optimizations, therefore reducing CPU workloads and leaving the CPU free to do more computation or rendering than would otherwise be possible.

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7.

Vulkan API offers improved scalability on multi-core CPUs due to the modernized threading architecture.

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8.

In contrast, Vulkan API drivers are supposed to ingest shaders already translated into an intermediate binary format called SPIR-V, analogous to the binary format that HLSL shaders are compiled into in Direct3D.

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9.

At SIGGRAPH 2016, Khronos announced that Vulkan API would be getting support for automatic multi-GPU features, similar to what is offered by Direct3D 12.

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10.

Multi-GPU support included in-Vulkan API removes the need for SLI or Crossfire which requires graphics cards to be of the same model.

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11.

On February 26,2018, Khronos Group announced that the Vulkan API became available to all on macOS and iOS through the MoltenVK library, which enables Vulkan to run on top of Metal.

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12.

On Windows, Vulkan API is supported by the newer lines of hardware like Intel Skylake and higher, AMD GCN 2.

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