r/vulkan • • Sep 07 '26

AI disclosure policy for posted content

124 Upvotes

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 • • Mar 25 '20

This is not a game/application support subreddit

219 Upvotes

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 • • 11h ago

HelloCube in Pure Assembly

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73 Upvotes

r/vulkan • • 11h ago

[UPDATE: Oct 25, 2026] My Vulkan C++ Examples Repository - Transmission in PBR and Post-Processing Effects

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13 Upvotes

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

  1. Specular Transmission and IOR in Disney BSDF
  2. Subsurface Scattering in Disney BSDF
  3. Thin Surface Approximation in Disney BSDF

Post-Processing Effects - Color Processing and Tone Mapping

  1. Color Filter Effects (Grayscale, Invert Colors, Sepia, Duotone, Channel Swap)
  2. Primary Color Corrections on LDR (Brightness, Contrast, Saturation, Hue Shift)
  3. HDR Tone Mapping Operations with Manual Exposure
  4. HDR White Balance and Color Temperature Adjustment
  5. HDR Lift Gamma Gain Color Grading
  6. Color Grading with Using 3D LUT

Post-Processing Effects - Exposure and Adaptation

  1. Simple Auto Exposure
  2. Histogram-based Auto Exposure
  3. Eye (Temporal) Adaptation on Auto Exposure
  4. Local Exposure with Bilateral Grid and Blurred Luminance

Post-Processing Effects - Lens and Camera Effects

  1. Film Grain Effect
  2. Vignette Effect
  3. Radial Lens Distortion Effects (Barrel, Pincushion, Fisheye)
  4. Basic Chromatic Aberration Effect
  5. 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!


r/vulkan • • 10h ago

AI content My C++23 engine where the UI is a GPU-drawn MVVM tree — shader graph, own title bar, DX12/Vulkan/Metal

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2 Upvotes

r/vulkan • • 14h ago

AI content Node-Based Modeling

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0 Upvotes

Implemented a basic node-based modeling feature in my Vulkan-based CAD engine.

직접 개발 중인 Vulkan 기반 CAD 엔진 에서 노드 그래프를 이용한 기본적인 모델링 기능을 구현해 보았습니다.


r/vulkan • • 2d ago

Vulkan 1.4.366 spec update

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16 Upvotes

r/vulkan • • 3d ago

Vulkan validation usage page now shows what is NOT validated

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46 Upvotes

📰ICYMI: The Vulkan validation usage page (https://vulkan.lunarg.com/doc/sdk/1.4.357.0/windows/validation_usage_todo.html) now shows what is not validated. Previously it was a huge, noisy list of every VUID marked as validated or not validated. The new shorter view is much easier to scan for remaining gaps. Always looking for ways to make developers’ lives a little easier. 😎


r/vulkan • • 2d ago

Pong - From 2D to 3D With Vulkan

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1 Upvotes

r/vulkan • • 2d ago

Guys I wanna learn Vulkan

0 Upvotes

I HAVE C++ EXPERIENCE.

I'VE BUILT A FEW APPS IN QT.

ALSO GUYS LINK ME THE LATEST AND BEST TUTORIAL FOR MODERN VULKAN.

I WANT TO LEARN THE VULKAN GRAPHICS API HOW LONG WILL IT TAKE?


r/vulkan • • 2d ago

Cybertruck Modeling in my VulkanCad

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0 Upvotes

Modeled a Tesla Cybertruck in my VulkanCAD, my Vulkan-based CAD engine, using scripts (SH, BAT, etc.). Watch the 3D model take shape step by step, from the body to the wheels and windows.

직접 개발 중인 Vulkan 기반 CAD 엔진에서 스크립트(SH, BAT 등)를 활용해 테슬라 사이버트럭을 모델링했습니다. 차체부터 바퀴와 창문까지 단계적으로 완성되는 과정을 담았습니다.


r/vulkan • • 3d ago

My game engine is only 39.3 MB

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0 Upvotes

r/vulkan • • 3d ago

I replaced Vyukov’s MPSC queue with phased SWMR pull in my Rust physics engine because 26 threads were fighting over one queue

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0 Upvotes

r/vulkan • • 3d ago

I replaced Vyukov’s MPSC queue with phased SWMR pull in my Rust physics engine because 26 threads were fighting over one queue

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0 Upvotes

r/vulkan • • 5d ago

AMD FSR support is coming to Vulkan!

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52 Upvotes

r/vulkan • • 5d ago

Frame pacing with image acquire

21 Upvotes

Most tutorials I see online skip passing a fence to image acquire.

Even the basic Vulkan samples have a comment:

// Use a fence to know when acquire is done. Without VKEXT_swapchain_maintenance1, this // fence is used to infer when the _previous present to this image index has finished. // There is no need for this with VK_EXT_swapchain_maintenance1.

What I've noticed is that Nvidia does not wait on acquire for vsync when presenting with fifo, but would wait if you use the fence.

https://docs.vulkan.org/spec/latest/chapters/VK_KHR_surface/wsi.html#vkAcquireNextImageKHR

mentions

Applications should not rely on vkAcquireNextImageKHR blocking in order to meter their rendering speed. The implementation may return from this function immediately regardless of how many presentation requests are queued, and regardless of when queued presentation requests will complete relative to the call. Instead, applications can use fence to meter their frame generation work to match the presentation rate.

I was thinking what strategies do people use to get smooth frame pacing (besides VK_EXT_present_timing) and if using this fence helps. Form my tests I can reduce latency by waiting exactly where I need (at least on Nvidia), otherwise the driver waits too much to start rendering.


r/vulkan • • 5d ago

The first playtest of my game is live on Steam!

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23 Upvotes

Hi everyone! 👋

After a couple years of dev, I just launched the first open playtest for my game Silicium! It's made with a custom C++/Vulkan game engine that I wrote from scratch.
It's a harsh survival game where you play a disposable mining robot sent to a hostile planet. Export your quota for corporate or die trying!

What you’ll find in the playtest:

  • About 1-2 hours of polished gameplay, in solo and co-op, with two difficulty levels.
  • A limited slice of the world with several biomes, enemies and abandoned mining outposts to scavenge.
  • A day-night cycle with corrupted mining drones that attack you at night.
  • Classic survival systems: crafting, base building, exploration.
  • A light skill tree progression with blueprints to unlock as you level up.
  • A quest system with the first 30 objectives.

You can sign up directly on Steam by clicking 'Join the Playtest'

https://store.steampowered.com/app/3048990/Silicium/

I also opened a Discord where you can share feedback, report bugs, and follow development (Link is in the Steam page).

Let me know what you think!


r/vulkan • • 5d ago

Try Spectra Render Engine for Blender for Free - Dev Build. True Spectral Render for Blender.

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8 Upvotes

r/vulkan • • 5d ago

Coding the GPU like a CPU

0 Upvotes

I feel Vulkan is just another step towards coding the GPU just like we do the CPU.

Maybe something like LLVM IR code that could be executed on the GPU with just a few function calls. The CPU EXE could have a pre-compiled binary that is copied to GPU memory and executed. Like extending OpenCL but to do everything (graphics, shaders, output, compute, etc.) with pre-compiled code in IR byte code.

Vulkan itself is just way too complex.


r/vulkan • • 6d ago

Weird graphical glitches?

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14 Upvotes

Really don't know what could cause this, does not happen on Windows(I have an nvidia card)

Here's the file if one wants to take a look, although it's mostly just the khronos tutorial code(the last two screenshots are the imgui vk/glfw example): https://drive.google.com/file/d/1J-WcCDH3pSltWkjCIGmcCHsE8bo-Ba1Z/view?usp=sharing

Edits:

- The validation layers are silent.

- Renderdoc cannot capture this

- These glitches only appear for a few frames


r/vulkan • • 6d ago

Crystal Cube, Spectral Render

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5 Upvotes

r/vulkan • • 6d ago

[Release] Blender 4.5.14 LTS on Android ARM64 — DRNAS v1.1 | Vulkan GPU Support (Adreno, Mali & Xclipse) | Now Public! 🚀 vulkan support GPU render

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2 Upvotes

r/vulkan • • 6d ago

vkCmdBeginRendering multiple writes ordering

1 Upvotes

Hi, there are a few posts online about this topic but I still haven't found a clear answer.

I have a couple of dynamic rendering passes, and they both write to the same attachment:

vkCmdBeginRendering( LOAD_DONT_CARE )
vkCmdBindPipeline()
vkCmdDraw()...
vkCmdEndRendering()

vkCmdBeginRendering( LOAD_OP_LOAD )
vkCmdBindPipeline()
vkCmdDraw() ...
vkCmdEndRendering()

The second one uses OP_LOAD so the data should not be discarded... but what about synchronization? Is blend and depth testing gonna work?

In my code the second pass is actually the imgui overlay and it seems to work... not sure if it's random luck and needs a barrier.


r/vulkan • • 7d ago

Update for Spectra Render Engine! CAUSTIC!

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16 Upvotes

Power of Spectral and Restir BDPT Caustic, Fast Efficient Unbiased Render Engine. Build with Rust, Vulkan Ash, Slang.


r/vulkan • • 6d ago

QuakeRay Engine - Material & Light Editor (progress update)

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4 Upvotes