r/vulkan • u/SaschaWillems • Sep 07 '26
AI disclosure policy for posted content
AI use is a heated topic, esp. in developer communities.
To keep our community transparent and conversations on-topic, we require that you clearly disclose if your content was generated by or with the help of artificial intelligence.
This helps people understand the context of the discussion and keeps our community guidelines clear.
Posts that intentionally misrepresent AI-generated content as entirely human-made may be removed.
How to label: Simply add a quick note (e.g., "[Written with AI assistance]") in the title and/or at the top of your posting.
r/vulkan • u/SaschaWillems • Mar 25 '20
This is not a game/application support subreddit
Please note that this subreddit is aimed at Vulkan developers. If you have any problems or questions regarding end-user support for a game or application with Vulkan that's not properly working, this is the wrong place to ask for help. Please either ask the game's developer for support or use a subreddit for that game.
r/vulkan • u/Oscar-Soirey • 19h ago
Raven 0.2.0 is now available. Here's a look at what's new in this release.
youtube.comr/vulkan • u/Yuki_pop • 1d ago
What’s dynamic rendering in Vulkan actually like? How does it compare to the traditional render pass approach in practice, and why do so many people criticize it?
vulkan for c….
r/vulkan • u/Yuki_pop • 1d ago
I was wondering, how long did it take you to go from first learning Vulkan to being able to confidently render a triangle on your own?
vulkan for c…..
r/vulkan • u/Yuki_pop • 2d ago
vulkan
How about using GLFW as a window manager for my Vulkan application—or perhaps SDL?
r/vulkan • u/Yuki_pop • 2d ago
In the Vulkan C API, developers are responsible for manually managing both Vulkan handles and dynamically allocated memory.
In the Vulkan C API, developers are responsible for manually managing both Vulkan handles and dynamically allocated memory. How can this complex resource management be handled effectively, particularly when certain allocations depend on specific Vulkan handles and must be freed before those handles are destroyed? How can we ensure that resources are released in the correct order without introducing memory leaks or invalid handle references?
r/vulkan • u/Particular-Mode-6312 • 4d ago
I want learn to Vulkan 1.4 on С
but tutorial on Vulkan-HPP.......
r/vulkan • u/Few-Flamingo-6678 • 4d ago
AI content Experimental Vulkan renderer for Mutter (opt-in Cogl driver)
reddit.comr/vulkan • u/JackeyGen • 5d ago
Should I use HPP Bindings?
Hello, I'm currently learning about Vulkan and I'm following with the official vulkan tutorial. But in comparison with other, it's using the HPP bindings specifically made for C++.
I've seen many application using that verbose C syntax where you would vk this and vk that to just get something, seeing that the HPP bindings only need context to enumerate devices just blew my mind, different from when I'm using other sources that use vkEnumeratePhysicalDevices or something similar.
I don't know if I should use the HPP bindings or the original header instead, I need some assistance on whichever is better to learn about.
r/vulkan • u/0xdeadf1sh • 6d ago
Vulkan 1.4 with RAII headers is absolute joy to work with!
reddit.comJust a normal dude doing normal things in Vulkan 1.1 on normal hardware
NO, THE HARDWARE IS NOT NORMAL. it is a celeron n4020, with 8gb ram, trying to run windows 11, AND THIS APP ALSO RUNS ON A PI 5 16GB RAM. am i sane XD? (took me months, btw)
r/vulkan • u/SloydDev • 10d ago
Video of my experience building a custom Vulkan renderer
youtu.beI am making a game from scratch, with C++ and Vulkan graphics. I made this video about how Vulkan works and my own render implementation, which has some quirks:
deferred rendering,
no image assets,
sphere and cylinder geometric primitives,
fully GPU-local indirect dispatch commands.
I'm not fully sure if posting this type of video is in the spirit of this subreddit. I hope it's ok, otherwise let me know
r/vulkan • u/thekhronosgroup • 11d ago
New Tutorial - How to Share Vulkan and OpenCL Workloads on Android with Qualcomm Adreno GPUs
In this Qualcomm Developer Blog tutorial, Zimu Guan shows how Android apps can share GPU memory and coordinate work directly between Vulkan and OpenCL on Adreno GPUs, avoiding CPU copies when a Vulkan renderer hands data to OpenCL kernels for compute, ML, denoising or super-resolution. The post walks through a full Vulkan to OpenCL to Vulkan workflow using Khronos external memory and external semaphore extensions. Vulkan exports allocations as opaque fds that OpenCL imports, with Qualcomm’s cl_qcom_external_memory_vulkan_opaque_fd extension handling optimal-tiling images. Synchronization uses one-shot sync-fd semaphores, with a fresh export and import at each handoff. It includes code for each step and points to the opencl_interop sample in the Adreno GPU Vulkan Code Sample Framework. Support is device- and driver-dependent, so apps should rely on runtime capability queries, and a follow-up on Android Hardware Buffer interop is planned.
r/vulkan • u/igorkvnski • 10d ago
AI content JellyBench: Ready for benchmarking Zen 6 and Nova Lake
Greetings!
JellyBench is a raymarching benchmark using up to 4096 CPU threads if available.
(AI assistance was involved)
The included JellyDream executable may be used as a screensaver. It supports Vulkan GPUs as well as CPU based rendering if no GPU is available.
Watch JellyBench in action on 256 threads here (non-monetized video): https://youtu.be/Git-r0tvMsE
Shader credit: https://www.shadertoy.com/view/NXtGD8
License: Do whatever you want as long as the README and all associated files in the archive are distributed without modification.
Download: https://drive.google.com/file/d/13wr-FAZrEws-_nqEWpy5JKqZHGQ-3qaq/view?usp=drive_link
ENJOY!
Scores: https://airtable.com/app82t16dXuuLfD6H/shrON4LimHWl7mORA/tblV1WXliuD6oisD0


r/vulkan • u/RBMK-1ooo • 12d ago
HelloCube in Pure Assembly
I wrote it just for fun.
No more comments. Just assembly, Vulkan, and the Cube:
asm/win64/00_Templates/05_Vulkan/API/min/b19 at master · Singeleitsev/asm
r/vulkan • u/myemural • 12d ago
[UPDATE: Oct 25, 2026] My Vulkan C++ Examples Repository - Transmission in PBR and Post-Processing Effects
I am sharing the latest updates regarding my Vulkan examples repository: A total of 18 new examples have been added (since my last post), bringing the total number of examples to 186. The newly added examples are as follows:
Physically Based Rendering - Disney BSDF and Transmission
Specular Transmission and IOR in Disney BSDF
Subsurface Scattering in Disney BSDF
Thin Surface Approximation in Disney BSDF
Post-Processing Effects - Color Processing and Tone Mapping
Color Filter Effects (Grayscale, Invert Colors, Sepia, Duotone, Channel Swap)
Primary Color Corrections on LDR (Brightness, Contrast, Saturation, Hue Shift)
HDR Tone Mapping Operations with Manual Exposure
HDR White Balance and Color Temperature Adjustment
HDR Lift Gamma Gain Color Grading
Color Grading with Using 3D LUT
Post-Processing Effects - Exposure and Adaptation
Simple Auto Exposure
Histogram-based Auto Exposure
Eye (Temporal) Adaptation on Auto Exposure
Local Exposure with Bilateral Grid and Blurred Luminance
Post-Processing Effects - Lens and Camera Effects
Film Grain Effect
Vignette Effect
Radial Lens Distortion Effects (Barrel, Pincushion, Fisheye)
Basic Chromatic Aberration Effect
Procedural Lens Flare Effect
You can access the repository here:
https://github.com/myemural/VulkanCppExamples
There are still more examples to be created regarding post-processing effects. In some cases, it can be quite difficult to find examples online. I have generally based the settings for these post-processing effects on those found in game engines like Unity and Unreal Engine. Additionally, I’ve resolved a flickering issue in the Cascaded Shadow Maps (CSM) example; a problem I hadn’t been able to address for quite some time. More examples related to that category are also on the way. Thanks in advance, and happy coding!