Vulkan News
Low-level graphics API for high-performance rendering
KosmicKrisp is nearing the point where Vulkan workloads can run on Apple silicon in real projects. LunarG will outline the current feature set, performance profile, and the practical tips needed …
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 …
Khronos used SIGGRAPH 2026 to push open standards deeper into real-time graphics, XR, and spatial computing. The biggest developer-facing news was KHR_interactivity for glTF 2.0 moving toward ratification, alongside fresh …
MonoGame 3.8.5.1 is out with a small but practical set of bug fixes across DX12, Vulkan, audio streaming, and content building. The release targets stability work rather than new features, …
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 built a small Vulkan graphics and compute library from scratch, walking through the full path from a blank window to triangle rendering, 3D meshes, instancing, and compute shaders. …
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. …
Defold’s first half of 2026 focused on engine and workflow upgrades for gameplay, 3D, web, and mobile devs. The 1.12 series added late_update(), engine throttling, safer area support, camera/world-screen helpers, …
NVIDIA has added end-to-end Vulkan descriptor heap support, giving graphics programmers a more direct way to manage resource binding and dynamic descriptor access. The VK_EXT_descriptor_heap path is now available in …
Defold’s 2026 H1 releases focused on engine and workflow upgrades for gameplay, 3D, rendering, web, and mobile. The biggest changes land in 1.13.0: new Box2D Lua APIs, Morph Targets for …
Defold 1.13.0 is a broad engine update with real impact for 3D, physics, and tooling work. The biggest wins are morph targets for glTF models, a much larger Box2D scripting …
LunarG used SIGGRAPH 2026 to push two practical Vulkan debugging topics: GFXReconstruct for capture/replay profiling and descriptor heap debugging in the Vulkan Validation Layers. For teams shipping Vulkan-heavy games or …