Vulkan-Docs

The Vulkan API Specification and related tools (by KhronosGroup)

Vulkan-Docs Alternatives

Similar projects and alternatives to Vulkan-Docs

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better Vulkan-Docs alternative or higher similarity.

Vulkan-Docs reviews and mentions

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
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    www.influxdata.com | 10 May 2024
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