Vulkan News
Low-level graphics API for high-performance rendering
MonoGame v3.8.6 lands as a broad maintenance release with new platform work, including Nintendo Switch 2 support, a native OpenGL backend, and several DX12/Vulkan fixes. It also tightens up content …
arXiv cs.GR details SteadySplats, a Vulkan-based renderer that tackles the noise problem in stochastic 3D Gaussian Splatting. The method combines history-based spatial resampling, temporal importance resampling, and a training-time color …
LunarG says Vulkan on Apple is now practical across macOS and iOS, with MoltenVK for broad compatibility and KosmicKrisp for fully conformant Vulkan on Apple Silicon. The SDK bundles both, …
arXiv cs.GR details Volcanite, an open-source renderer that lets terabyte-scale segmentation volumes be explored directly on commodity GPUs. The system targets connectomics and similar workloads, preserving voxel labels while avoiding …
LunarG says Vulkan SDK 1.4.363.0 is out for Windows, Linux, and macOS, with KosmicKrisp now a Vulkan 1.4-conformant ICD on Apple silicon. That makes macOS a first-class target for the …
LunarG says KosmicKrisp has passed the Vulkan 1.4 CTS on Apple silicon, making it a Khronos-conformant 1.4 implementation. For engine teams, that means a standard Vulkan path on macOS, with …
LunarG says KosmicKrisp is ready for real apps: the Vulkan-to-Metal driver is now Vulkan 1.4 conformant on macOS 26+ for Apple silicon and A18 Pro. It also adds tessellation, robustness2, …
Ogre 14.6.0 lands with clustered forward lighting, HDR display output, and Vulkan support on macOS. The release also adds gizmo widgets for editor-style tools, expands the skeletal animation sample with …
MonoGame Foundation has released MonoGame 3.8.5.1, a maintenance update aimed squarely at stability and correctness. The patch fixes DX12, Vulkan, audio streaming, content building, and SpriteFont issues, while the team …
GPU orbit propagation just got a practical speedup: a Vulkan implementation of high-fidelity solar radiation pressure modeling reaches up to 15.2x faster full-trajectory runs. The work keeps numerical differences below …
A cross-vendor study of Blade’s tracking-free RHI finds that global pass-boundary barriers can cut GPU span by up to 32.3% on some workloads. The gains are real on NVIDIA and …
LunarG’s Vulkan SDK 1.4.357.0 lands with a notable macOS boost: KosmicKrisp now exposes full Vulkan 1.4 and can run up to about 2.35× faster than the previous SDK. The release …
Sebastian Lague details a hands-on attempt to build a small graphics and compute library on top of Vulkan, covering the path from a blank window to meshes, shaders, instancing, and …
MonoGame v3.8.5 lands with a broad round of engine, pipeline, and platform work, including DirectX 12 support, native Vulkan backend improvements, and expanded native platform .NET Standard 2.1 support. The …
MonoGame 3.8.5 lands with a major backend shift: the framework is moving away from a patchwork of C# wrappers toward a single native library. That unlocks new DesktopVK and WindowsDX12 …
Graphics programmers shipping on DX12, Vulkan, or Metal need to treat PSO hitches as first-class performance bugs. A shader compile in a loading screen is tolerable; the same work during …
Vulkan Ray Tracing is deprecating host-side acceleration structure and micromap builds, pushing engines toward a single device-address-based path. Existing code keeps working, but new ray tracing features will not grow …
MonoGame’s 3.8.5 release is entering its final PR pass, with a new preview due soon. DX12 and Vulkan are now treated as release platforms after extra hardening time, and the …
SDL 3.4.12 is out as a stable bugfix release, and it lands with a useful mix of crash fixes and platform-specific polish. Graphics teams should note the Vulkan renderer fixes …
Defold’s June 2026 newsletter is mostly a status update, but the practical headline is 1.13.0: morph targets, broader Box2D scripting, Vulkan now default on Android, and new graphics/runtime inspection tools. …