Vulkan is a low-overhead, cross-platform API, open standard for 3D graphics and computing.
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Vulkan is a low-overhead, cross-platform API, open standard for 3D graphics and computing.
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Vulkan is intended to offer higher performance and more efficient CPU and GPU usage compared to older OpenGL and Direct3D 11 APIs.
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Vulkan was first announced by the non-profit Khronos Group at GDC 2015.
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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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Vulkan is not backwards compatible with OpenGL, although there are certain projects that implement OpenGL as a layer on top of Vulkan, such as Google's ANGLE and Mesa's Zink.
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Vulkan is intended to provide a variety of advantages over other APIs as well as its predecessor, OpenGL.
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Vulkan offers lower overhead, more direct control over the GPU, and lower CPU usage.
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Vulkan provides a single API for both desktop and mobile graphics devices, whereas previously these were split between OpenGL and OpenGL ES respectively.
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Vulkan offers improved scalability on multi-core CPUs due to the modernized threading architecture.
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At SIGGRAPH 2016, Khronos announced that Vulkan would be getting support for automatic multi-GPU features, similar to what is offered by Direct3D 12.
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Vulkan was formally named and announced at Game Developers Conference 2015, although speculation and rumors centered around a new API existed beforehand and referred to it as "glNext".
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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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