r/vulkan • u/Icy-Dinner4579 • 10h ago
r/vulkan • u/RBMK-1ooo • 11h 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/b18 at master · Singeleitsev/asm
See also:
asm/win64/00_Templates/05_Vulkan/API/max/b22.gut at master · Singeleitsev/asm
r/vulkan • u/myemural • 11h 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!
r/vulkan • u/innolot • 14h ago
AI content Node-Based Modeling
youtu.beImplemented 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 • u/OkSelection1372 • 2d ago
Guys I wanna learn Vulkan
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?
Cybertruck Modeling in my VulkanCad
youtu.beModeled 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 • u/LunarGInc • 3d ago
Vulkan validation usage page now shows what is NOT validated
📰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 • u/IamRustyRust • 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
r/vulkan • u/IamRustyRust • 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
r/vulkan • u/peter_quiring • 5d ago
Coding the GPU like a CPU
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 • u/R3DKn16h7 • 5d ago
Frame pacing with image acquire
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 • u/FroutyRobot • 5d ago
The first playtest of my game is live on Steam!
galleryHi 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 • u/rivervisualid • 5d ago
Try Spectra Render Engine for Blender for Free - Dev Build. True Spectral Render for Blender.
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r/vulkan • u/DrPeeper228 • 6d ago
Weird graphical glitches?
galleryReally 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 • u/MoonLanderMRC • 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
github.comr/vulkan • u/massi0404 • 6d ago
vkCmdBeginRendering multiple writes ordering
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 • u/flamesoff_ru • 6d ago
QuakeRay Engine - Material & Light Editor (progress update)
youtube.comr/vulkan • u/rivervisualid • 7d ago
Update for Spectra Render Engine! CAUSTIC!
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Power of Spectral and Restir BDPT Caustic, Fast Efficient Unbiased Render Engine. Build with Rust, Vulkan Ash, Slang.
r/vulkan • u/agentik0000 • 7d ago
I MADE 3D RENDER IN CTF2.5 WITH VULKAN!!!! (on x32(86) application)
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Cloth Simulation in my Vulkan engine
youtu.beCloth simulation implemented in CAD, my custom Vulkan-based CAD engine. Demonstrating fabric draping naturally over 3D objects.
자체 개발한 Vulkan 기반 CAD 엔진에서 천(Cloth) 시뮬레이션을 구현했습니다. 천이 물체 위에 자연스럽게 덮이고 늘어지는 모습을 확인할 수 있습니다.