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Vulkan News

Low-level graphics API for high-performance rendering

Bindless rendering , Validation

Evolve Blog details a practical validation layer for bindless rendering, aimed at catching bad resource access without leaning on slow GPU validation. The approach encodes type, writability, and version bits …

Blog Evolve Blog · 7 hours, 16 minutes ago
Bindless rendering , Templates

Evolve Blog details a templated HLSL wrapper approach for bindless rendering that hides descriptor-heap plumbing from shader code. The goal is to let developers access buffers and textures through intuitive …

Blog Evolve Blog · 7 hours, 16 minutes ago
Bindless rendering , Setup

Evolve Blog is laying out the basics of bindless rendering in D3D12 and Vulkan, with Rust examples and a focus on practical setup. The series covers descriptor heaps, root signatures …

Blog Evolve Blog · 7 hours, 16 minutes ago
3D Gaussian Splatting - Rendering Gaussian Splats in real-time

Evolve Blog details an internship project at Traverse Research that brings 3D Gaussian Splatting into a real-time viewer. The implementation leans on compute shaders and tile-based rasterization to sort and …

Blog Evolve Blog · 7 hours, 16 minutes ago
Stride releases/4.4.0 Released

Stride 4.4 lands as one of the engine’s biggest updates in years, with a revamped shader pipeline, stronger Vulkan and Direct3D 12 support, and non-Windows builds moving out of experimental …

Tech Stride (GitHub Releases) · 19 hours, 5 minutes ago
MonoGame v3.8.6 Released

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 …

Tech MonoGame (GitHub Releases) · 2 days, 14 hours ago
SteadySplats: Resampling of Low-Variance Gaussians for High-Fidelity Stochastic Rendering

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 …

Research arXiv cs.GR · 3 days ago
The State of Vulkan on Apple – Oct. 2026

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, …

Official LunarG · 3 days ago
Volcanite: Commodity-Hardware Segmentation Volume Visualization for Connectomics and Beyond

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 …

Research arXiv cs.GR · 1 week, 3 days ago
LunarG Releases Vulkan SDK 1.4.363.0

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 …

Official LunarG · 1 week, 4 days ago
KosmicKrisp Achieves Vulkan 1.4 Conformance on Apple Silicon

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 …

Official LunarG · 2 weeks ago
LunarG at XDC 2026 – KosmicKrisp Update

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, …

Official LunarG · 3 weeks, 4 days ago
Ogre 14.6 released

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 …

Official OGRE 3D · 1 month ago
3.8.5.1 Release

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 …

Official MonoGame · 1 month, 3 weeks ago
GPU-Accelerated Orbit Propagation with High-Fidelity Solar Radiation Pressure Modeling

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 …

Research arXiv cs.GR · 2 months ago
Global Pass Barriers Without Per-Resource RHI Tracking: A Cross-Vendor Study with Blade

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 …

Research arXiv cs.GR · 2 months, 1 week ago
LunarG Releases Vulkan SDK 1.4.357.0

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 …

Official LunarG · 2 months, 1 week ago
I Tried Coding my own Graphics Library

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 …

Video Sebastian Lague · 2 months, 2 weeks ago
MonoGame v3.8.5 Released

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 …

Tech MonoGame (GitHub Releases) · 2 months, 3 weeks ago
3.8.5 Release

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 …

Official MonoGame · 2 months, 3 weeks ago
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