17 Facts About Vulkan

1.

Vulkan is a low-overhead, cross-platform API, open standard for 3D graphics and computing.

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2.

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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3.

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

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4.

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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5.

Vulkan is derived from and built upon components of AMD's Mantle API, which was donated by AMD to Khronos with the intent of giving Khronos a foundation on which to begin developing a low-level API that they could standardize across the industry.

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6.

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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7.

Vulkan is intended to provide a variety of advantages over other APIs as well as its predecessor, OpenGL.

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8.

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

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9.

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

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10.

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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11.

Vulkan 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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12.

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

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13.

In contrast, Vulkan 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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14.

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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15.

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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16.

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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17.

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

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