Vulkan-Docs VS vulkan-gp

Compare Vulkan-Docs vs vulkan-gp and see what are their differences.

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Vulkan-Docs vulkan-gp
161 1
2,663 0
0.3% -
8.4 2.7
14 days ago almost 3 years ago
JavaScript C++
GNU General Public License v3.0 or later -
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

Vulkan-Docs

Posts with mentions or reviews of Vulkan-Docs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-17.
  • GPU synchronization in Godot 4.3 is getting a major upgrade
    2 projects | news.ycombinator.com | 17 Feb 2024
    Pipelines (or in general terms PSOs) are the most problematic aspect of Vulkan / DX12 - much more than synchronization! Large parts of the gamedev industry seems to recognize all the performance issues with pipelines and therefore companies are experimenting with newer models like the VK_EXT_shader_object extension ("Vulkan without Pipelines": https://www.khronos.org/blog/you-can-use-vulkan-without-pipe...).

    I've written a detailed comment about this before here (https://news.ycombinator.com/item?id=37843946#37845431) but for a much more comprehensive explanation by an engineer from Nintendo read the initial proposal for the VK_EXT_shader_object extension: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos...).

    There's also Casey Muratori's mail to the Vulkan advisory on 2015 that basically predicts this whole clusterfuck would happen: https://github.com/cmuratori/misc/blob/main/vulkan_dynamic_s...

  • Vulkan 1.3.273 spec update
    1 project | /r/vulkan | 8 Dec 2023
  • [Roadmap Feedback] Function Pointers with some limitations
    1 project | /r/vulkan | 7 Dec 2023
  • New Vulkan Documentation Website
    10 projects | news.ycombinator.com | 11 Oct 2023
    Apple -> MoltenVK is an emulation layer and doesn't give you as much control as using Metal directly.

    Nintendo and Sony prefer their own APIs, NVN and LibGNM, and AIUI Vulkan is a second-class API on those platforms which does not offer as much power, it is widely understood studios use NVN and LibGNM to get access to the real hardware on those platforms.

    Windows/AMD/NVidia/Intel -> HW manufacturers tend to prototype and release new features with D3D first and then 'backport' them to Vulkan after a while. DirectX 12 for example had mesh shaders for over 2 years before Vulkan got a vendor neutral extension for them[0]

    Android and Linux are the only platform where Vulkan is a first-class citizen.

    You could maybe argue Nvidia treats Vulkan as a first-class citizen because they tend to have vendor-specific Vulkan extensions for the latest features available before anyone else. But otherwise, no, Vulkan is not a first-class API anywhere except Linux and Android.

    Graphics API wars are alive and well.

    [0] https://github.com/KhronosGroup/Vulkan-Docs/issues/1423

  • Vulkan 1.3.267 spec update
    1 project | /r/vulkan | 7 Oct 2023
  • Vulkan 1.3.266 spec update
    1 project | /r/vulkan | 1 Oct 2023
  • Vulkan 1.3.262 spec update
    1 project | /r/vulkan | 27 Aug 2023
  • Vulkan 1.3.260 spec update
    1 project | /r/vulkan | 30 Jul 2023
  • Vulkan 1.3.257 spec update
    1 project | /r/vulkan | 7 Jul 2023
  • Vulkan 1.3.256 spec update
    1 project | /r/vulkan | 30 Jun 2023

vulkan-gp

Posts with mentions or reviews of vulkan-gp. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-05-02.
  • Synchronization issue for swapchain recreation
    2 projects | /r/vulkan | 2 May 2021
    However, this does not seem to work. For some reason, it seems like the very first frame submitted after the swapchain recreation never signals its fence. Here is the code if you would like to have a look -- swapchain recreation happens at line 1135, after calling vkAcquireNextImageKHR. I've left the log calls in to make it clearer what the output below means.

What are some alternatives?

When comparing Vulkan-Docs and vulkan-gp you can also consider the following projects:

wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.

vkd3d-proton - Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.

webgpu-wgsl-hello-triangle - An example of how to render a triangle with WebGPU using WebGPU Shading Language - the "Hello world!" of computer graphics.

Vulkan-Headers - Vulkan header files and API registry

WASI - WebAssembly System Interface

Vulkan - Examples and demos for the new Vulkan API

vulkan-guide - Introductory guide to vulkan.

noclip.website - A digital museum of video game levels

naga-include-poc

Northstar - Repo for packaged Northstar releases

GlosSI - Tool for using Steam-Input controller rebinding at a system level alongside a global overlay