Getting a Vulkan application up and running on a low-spec device with buggy drivers

Introduction Ever since starting to work on my C++ Vulkan glTF PBR application, I was bugged by the fact that it just wouldn’t work on my everyday phone, just crashing at a certain point with an error code that actually should never be thrown by that certain function. After a few unsuccessful attempts at finding the cause for this, I finally found the root of the problem and was actually able to get this up and running. [Read More]

OpenGL ES database ES 3.1 and 3.2 support, capability listing pages

After the recent overhaul I now also have added support for OpenGL ES 3.1 and 3.2 to the OpenGL ES hardware database and the Android app. Both versions added lots of new capabilities that have been lacking from the client application and database, so even though there are lots of reports for OpenGL ES 3.1 and 3.2 those only contain capabilities up to OpenGL ES 3.0. GLES 3.1 brought compute shaders, GLES 3. [Read More]

OpenGL ES CapsViewer updated to 0.6

I have released update 0.6 for the OpenGL ES CapsViewer.

Changelog :

  • Added OpenGL ES 3.2 capabilities (if supported by device)
  • Added OpenGL ES 3.1 capabilities (if supported by device)
  • Minor bugfixes

The update should be automatically installed, and if you’ve submitted a device where 0.2 reported a wrong OpenGL ES version, please feel free to resubmit it.

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 It combines all android device reports from the Vulkan database with all reports from the OpenGL ES database and also uses google’s official device list for translating device IDs (stored with Vulkan and OpenGL ES reports) into actual retail names. [Read More]

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 1,300 reports have been uploaded, making this the first non-beta release of the Vulkan Hardware Capability viewer. [Read More]

Updated Android vkQuake binaries

For those that want to test out my Android port of of Axel Gneiting’s vkQuake, I have released updates binaries at Please note that the .apk does not contain any game files, so you need to get the .pak files from the shareware or registered version in order to play this. See the page above for details on this. This release is based on vkQuake’s latest version and is pretty much feature complete. [Read More]

Vulkan Hardware Capability Viewer 1.2 released

I have released an update to the Vulkan Hardware Capability Viewer. The new version (1.2) adds support for os-specific surface capabilities that are added to the reports and online database. This adds a new category to the tool and reports at the online database (for example this one) containing: Surface properties (extents, usage flags, transforms, etc.) Surface Formats (incl. color spaces) Present modes You can download the new version from https://vulkan. [Read More]

Updated Vulkan example binaries (and vkQuake for Android)

Finally found some time to update the binaries for my open source ++ Vulkan examples. Since the last binaries have been a few months old these contain lots of changes and new examples. So if you just want to run Vulkan examples (to e.g. test your device) you can grab these pre-built binaries instead of compiling from :  Windows Note : The windows binaries require the media pack (see below) to be present for loading shaders, meshes and textures. [Read More]

Porting (Vulkan)Quake to Android

Axel Gneiting from iD software recently ported Quake to Vulkan (based on the QuakeSpasm OpenGL port) and released the sources at github with support for windows and Linux. With Vulkan also being available on Android, I decided to use the knowledge gained while porting my Vulkan examples and Demos over to Android and add it to his Vulkan Quake port. I have tested with the registered and full .pak files of the original Quake and both are fully playable. [Read More]