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Category: Vulkan

How-to video: Debugging a non-visible model in Vulkan using RenderDoc

One of the most common Vulkan related that I’m seeing a lot is about rendering stuff that somehow ends up being not visible on the screen, even though technically everything looks okay (no validation layer errors, correct buffer uploads, etc.). Luckily there are debugging tools tools like RenderDoc that can help locating and fixing such […]

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Vulkan glTF 2.0 C++ phyiscal based rendering

I have released the first working version of a separate (from the examples) Vulkan physical based rendering example that uses the glTF 2.0 model file format. The repository can be found at https://github.com/SaschaWillems/Vulkan-glTF-PBR. glTF is a royalty free format specification by the Khronos Group and is a new format for 3D models gaining lots of traction. […]

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New Vulkan example: Cascaded shadow mapping

In what is most probably my last Vulkan example for 2017 I have added a cascaded shadow mapping example to my open source Vulkan C++ example repository: One big problem of traditional shadow mapping, esp. with large outdoor scenes is the resolution you get as one single shadow map has to cover the whole camera […]

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Combined Vulkan and OpenGL ES listing for android

Upon popular request I finally got around combining android device data from my Vulkan and OpenGL ES hardware databases into a convenient table. This should be handy if you plan on supporting both apis on Vulkan or if you just need to check for general device support. The new page can be reached via https://android.gpuinfo.org/ It […]

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Headless Vulkan examples

I have just added two minimal, mostly self-contained cross-platform headless Vulkan examples to my open source C++ Vulkan repository. Unlike the other examples in my repository these two don’t require a surface (created from a window) and as such can be run on systems with no window compositor. The intention behind the two examples is […]

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The Vulkan Device Simulation Layer

LunarG recently made the new Vulkan Device Simulation layer public. This is a Vulkan instance level layer that injects physical device properties, limits and features based on a json input file, simulating different features than the actual Vulkan device you are running on. The idea behind this is to help developers check if their Vulkan […]

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iOS and macOS support added to the Vulkan examples

Thanks to a contribution from Bill Hollings, one of the developers from MoltenVK , my open source C++ Vulkan examples now also support Apple’s iOS and macOS platforms. MoltenVK is a commercial Vulkan implementation that runs on top of Apple’s Metal api with a free trial available. Details on how to build and run the […]

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Vulkan Hardware Capability Viewer 1.4 released

A new version of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). This is the biggest update since I released this tool, including lots of new features that also brought along a few changes to the online database. I also decided to drop the “beta” tag now that more than […]

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Updates to the Vulkan hardware database

Server-side processing (performance) In preparation for the next release of the Vulkan Hardware Capability Viewer I published a major change to the Vulkan online hardware database at http://vulkan.gpuinfo.org/. Up until now all data was handled client-side, so when loading up the report listing all reports were fetched and displayed by the client. While this was more […]

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Physically based rendering and moving (hdr) assets out of the repository

The last days (and weeks) I’ve been working on a Vulkan example implementing physically based rendering with image based lighting (you can find a nice article with lots of details over at Trent Reed’s blog) and just pushed it to my public github repository.    While working on this demo I realized that putting all […]

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