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The Vulkan API Specification and related tools

23 mentions on Hacker News by 19 people: 8 stories, 15 comments · first 2016-02-16 · latest 2026-02-13

Mentions per year 23 mentions · busiest year 2023 (5)
20082026
  1. …bit of RAII-esque state and function pointer management that is generally required for Vulkan. [1]: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/xml/vk... [2]: https://github.com/KhronosGroup/Vulkan-Hpp/
    comment by delta_p_delta_x · 2026-02-13 · in Zed editor switching graphics lib from blade to wgpu
  2. …like a NVIDIA TensorCore? via https://huggingface.co/Arm/neural-super-sampling/blob/main/2... - https://github.com/KhronosGroup/Vulkan-Docs/blob/5d386163f25... Adding tensor ops to the shader kernel vocaborary (SPIR-V). Promising. -…
    comment by flakiness · 2025-08-15 · in ARM adds neural accelerators to GPUs
  3. …explanation in the problem statement about how modern graphics APIs ended up in this situation: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos... The gist of it is that graphics APIs like DX11 were designed around the…
  4. …it's outdated and only on Windows. https://vulkan.gpuinfo.org/listdevicescoverage.php?extension... https://github.com/KhronosGroup/Vulkan-Docs/issues/2336 https://www.amd.com/en/resources/support-articles/release-no...
  5. …initiatives from NVidia at this point. [1] https://gpuopen.com/gpu-work-graphs-in-vulkan/ [2] https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos...
    comment by mananaysiempre · 2024-07-07 · in A quick introduction to DirectX workgraphs
  6. …in Vulkan (VK_EXT_shader_object) because it turns out it’s not how the hardware works [1]. [1]: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos...
  7. …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... ). And the slightly less-official behind-the-scenes tweet thread about the…
  8. …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
    comment by slimsag · 2023-10-11 · in Vulkan Documentation
  9. …which simplify writing Vulkan even more. Memory synchronization is explained in https://github.com/KhronosGroup/Vulkan-Docs/wiki/Synchroniza... The thing is, Vulkan requires planning. So if you want to write some simple game which display
    comment by iamcornholio · 2023-05-03 · in I want to talk about WebGPU
  10. …— are inherently and deeply dependent on the very "dynamism" that pipelines set out to constrain." https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos... Design by committee at its best.
  11. VP9 decode and AV1 decode/encode is planned: https://github.com/KhronosGroup/Vulkan-Docs/issues/1497#issu...
    comment by LinAGKar · 2021-10-31 · in Firefox 94 to start using EGL on Linux
  12. …allow for such extensions from what I've seen. [0] https://github.com/gpuweb/gpuweb/issues/445 [1] https://github.com/KhronosGroup/Vulkan-Docs/issues/1423#issu... [2] https://devlog.hexops.com/2021/mach-engine-the-future-of-gra...
    comment by slimsag · 2021-10-27 · in Porting WebGL Shaders to WebGPU
  13. …of using Vulkan for Wayland compositors and avoiding the whole EGLstreams mess? I see this: https://github.com/KhronosGroup/Vulkan-Docs/issues/294 But it's not clear from it whether now there is a way to avoid using GBM or EGLstreams.
    comment by shmerl · 2019-02-10 · in Wayland misconceptions debunked
  14. I don't think UWP with Vulkan is completely impossible. https://github.com/KhronosGroup/Vulkan-Docs/issues/366 It doesn't exist now though for sure, so for all practical purposes UWP locks developers out of using Vulkan.
    comment by shmerl · 2018-08-07 · in Bringing Vulkan everywhere
  15. …is important for more demanding engines. UWP doesn't seem to support Vulkan even on Windows: https://github.com/KhronosGroup/Vulkan-Docs/issues/366 On Xbox there is no option but to translate to D3D12 anyway.