It's made with Rust, Vulkan Ash, I make it fast, stable, and unbiased! the perfect render engine that I imagine when I starting learing 3D Render and Light Transport! 8 Years ago. Today I very proud to share this with you guys!
Open the topic! ask me anything, I need learn more know more!
I'm currently a masters student studying computer graphics in US, and have played with vulkan for the past year. I was thinking of registering for Vulkanized 2027 at Belgium once it opens, but I wanted to get some input from people who have been to the past events.
I have never been to a conference, and this would be my first one. Are students welcome to the event? I am worried that I would be out of place within a group of professionals.
Would it be worth attending the event if I am interested in Vulkan? I heard that there are sessions ranging from lectures/tutorials and presentations about new techniques. I'm also wondering if I would be able to make connections with people as a person attending alone.
This sample demonstrates VK_KHR_compute_shader_derivatives, which enables the use of derivative instructions (like dFdx/dFdy) inside compute shaders. Traditionally, derivatives are only available in fragment shaders, but this extension defines derivative groups in compute and how invocations are paired for derivative computations.
I already have a compute shader solution for using V210 (10 bit/channel 422 sampled) video.
I would like to use the YCbCr Conversion feature but cannot find a VK_FORMAT*** suitable.
The available 422 formats don't match the V210 layout and the formats that resemble V210 do not support the VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT.
I do not like the idea of separating the YUV channels on the CPU just so that I can get a VK_FORMAT*** that supports YCbCr Conversion feature, since it will involve quite a bit of I/O activity.
We’ve updated our guide on Vulkan on Apple platforms.
The main reason for the update: KosmicKrisp (LunarG’s Mesa-based Vulkan-on-Metal driver) has passed the Vulkan 1.4 Conformance Test Suite and is now a Khronos-conformant implementation. It targets Apple Silicon on macOS 26+ (requires Metal 4).
The post walks through why you’d target Apple with Vulkan and how to actually do it (SDK, bundling the loader + ICDs, layers, etc.).
Really love the results! finally after all this year, my render engine will be finished! look at those realtime caustic! unbelieveble fast! all this render on 4K 256 Sample with oidn less then 30 second on RTX 3080 Mobile.
this is spectral render engine so the color and everything will calculate by color wave lenght not RGB simulated, it's real color!
So! the Blender Addon! is on the way, if you like to be our Test Driver, please comment! I contact you when it's Ready!
ICYMI — the slides and write-up from Aitor Camacho Larrondo’s XDC 2026 talk on KosmicKrisp are now available.
KosmicKrisp is LunarG’s Mesa-based Vulkan-to-Metal driver for macOS 26+ on Apple silicon (M1–M5 and A18 Pro). The talk focused on what “production-ready” actually means here: conformance, performance, and CI.
Highlights:
Vulkan 1.4 conformant ICD
Added tessellation, robustness2, multi-draw, and more Metal/MSL workarounds
Performance optimizations that have closed the gap with (and in some cases surpassed) MoltenVK on benchmarks such as GFXBench Aztec Ruins
Dedicated CI on real M1/M2/M4 hardware
Developers are encouraged to start trying it on real apps. Full post + slides link:
This is for anybody who might have crashes when trying to launch a game in Vulkan.
Ever since I got an Intel Arc B580, I haven't been able to run Vulkan with certain games like Baldur's Gate 3. When running 'vulkaninfo' in Command Prompt, it gave me two errors about Twitch and GOG. After I uninstalled Twitch Studio, and disabled GOG's overlay, Vulkan runs fine when I try 'vulkaninfo.' I tested it with the games I was having issues with and they all work now.
A demonstration of ListControl in LotUI, a C++17 GUI library rendered with Vulkan. Its public C++ API lets applications manage columns, rows, and selection events. The example includes row addition and deletion, search, and column filtering. LotUI is being developed as a standalone library for use in C++ applications and engines.
C++17 기반 GUI 라이브러리 LotUI의 ListControl 시연입니다. Vulkan으로 렌더링하며, 공개 C++ API로 컬럼·행 데이터와 선택 이벤트를 다룰 수 있습니다. 예제에는 행 추가·삭제, 검색, 컬럼 필터 기능을 구현했습니다. LotUI는 독립 라이브러리로 개발 중이며, 외부 C++ 애플리케이션과 엔진에서 재사용하는 것을 목표로 합니다.
Windows 11, RTX 5060 (617.14), Vulkan SDK 1.4.335.0
Layers in effect = VK_LAYER_KHRONOS_synchronization2, VK_LAYER_KHRONOS_validation,
VK_LAYER_LUNARG_monitor
Application shares a storage image, created as VK_SHARING_MODE_EXCLUSIVE, between Graphics and Compute pipelines using queues from their respective Queue Families.
Graphics Queue Family (index = 0) is different than Compute Queue Family(index = 2).
I am NOT using a vkCmdPipelineBarrier() with VkImageMemoryBarrier (or VkMemoryBarrier) in between compute and graphics pipeline commands which is not the correct way, but I am not getting any validation messages for this critical omission.
Implemented SUBD-based 3D modeling in my custom Vulkan CAD engine. Continuously expanding the modeling capabilities to support creating and editing various 3D shapes.
직접 개발 중인 Vulkan 기반 CAD 엔진에서 SUBD 방식의 3D 모델링 기능을 구현했습니다. 다양한 형상을 생성하고 편집할 수 있도록 모델링 기능을 지속적으로 확장하고 있습니다.
FIX: I installed the newest driver and restarted. Fixed the issue
I have this really weird error: When I first call vkBeginCommandBuffer on my root graphics commandbuffer for the first frame in flight, the NVIDIA driver encounters a error when trying to free memory. It throws a EmbeddedBreakpointException a.k.a. a __debugbreak exactly twice: once in ntdll.dll!RtlReportCriticalFailure and the second time in ntdll.dll!RtlReportFatalFailure. When I skip the breakpoints with Visual Studio attached it continues execution without any validation errors (regarding that, there are some other validation errors but not every frame and they are probably not associated with this weird occurance).
Calling GetLastError() directly after this returns 6 (ERROR_INVALID_HANDLE) but in the next frames it returns 0 (ERROR_SUCCESS).
It also doesn't render anything and shows a black image (probably my fault, but I can't attach a graphics debugger due to this weird error).
I validate the heap, using HeapValidate, after every step of initialization and it doesn't fail once, even after this error.
I used own allocation callbacks but regardless if I use them or not it throws this error.
The engine (right now) is single threaded so race conditions or similair are not the problem.
I attached my callstack and code section, where this error happens, maybe you guys can make something of it.
Call stack
auto cmdbuf = m_RootFrameData[frameIndex].GraphicsCommandBuffer;
I released the demo of my puzzle game about a month ago, and it's been interesting seeing it run on hardware I've never tested on. I've already had a few bug reports about compatibility issues, so this week I spent some time looking into what else I could catch with Vulkan's validation layers.
Until now I'd only been running the default checks. This week I enabled synchronization validation and the NVIDIA, AMD and ARM best practice checks.
They caught quite a few things. Too many command buffers per frame, redundant pipeline binds, unnecessary barriers and layout transitions, potential upload races and images being accessed at the wrong time during screenshots and resizes.
Some of the changes I've made:
Switched to VK_KHR_dynamic_rendering and removed render passes and framebuffers. This also let me get rid of the subpass dependencies that were causing synchronization warnings.
Added VK_KHR_load_store_op_none to skip unnecessary attachment clears.
Switched sampled images to READ_ONLY_OPTIMAL with VK_KHR_unified_image_layouts, allowing shader reads and transfers to share the same layout.
Added VK_EXT_memory_priority and NVIDIA's VK_EXT_pageable_device_local_memory when supported.
Texture uploads now go through a single submission. I also changed uniform updates to use vkCmdUpdateBuffer to avoid the GPU reading memory that the CPU is already overwriting.
I've tested everything on a macbook through MoltenVK, an Intel i5 iGPU, an NVIDIA RTX 3060 Ti and a Steam Deck. But there are plenty of GPUs and drivers I haven't been able to test on.
I'd like to catch as many hardware specific issues as possible before release, so if you're running a different setup, I'd really appreciate you giving the demo a try and letting me know how it runs.
Satelital is a peaceful puzzle game where you explore a small solar system and figure out the rules of puzzles on different planets.
Shader compilation hitches are one of the most visible performance problems in real-time apps. This sample shows how VK_KHR_pipeline_binary lets you capture the binaries the driver produces for your pipelines, save them to disk and reload them in later sessions, so pipelines don't have to be compiled from scratch again.
The sample walks through:
Generating a deterministic pipeline key with vkGetPipelineKeyKHR
Capturing binaries with vkCreatePipelineBinariesKHR
Storing binaries with vendor and driver metadata, then recreating pipelines from them
Unlike traditional pipeline caches, which are opaque, pipeline binaries give you explicit control over what's stored and when. A built-in UI compares creation times from scratch and from binaries, so you can see the speedup yourself.