![]() Vulkan reduces load on CPUs through the use of batching and other low-level optimizations, therefore reducing CPU workloads and leaving the CPU free to do more computation or rendering than would otherwise be possible. Raspberry Pi, Stadia, Fuchsia, Tizen, Windows 7, 8, 10, and 11, Haiku, and MoltenVK provides freely-licensed third-party support for macOS, iOS and tvOS by wrapping over Apple's Metal API. Vulkan runs on Android, Linux, BSD Unix, QNX, Nintendo Switch, Like OpenGL, and in contrast to Direct3D 12, the Vulkan API is not locked to a single OS or device form factor. ![]() Vulkan is available on multiple modern operating systems. Vulkan provides a single API for both desktop and mobile graphics devices, whereas previously these were split between OpenGL and OpenGL ES respectively. Intended advantages of Vulkan over previous-generation APIs include the following: The overall concept and feature set of Vulkan is similar to concepts seen in Mantle and later adopted by Microsoft with Direct3D 12 and Apple with Metal. Vulkan offers lower overhead, more direct control over the GPU, and lower CPU usage. Vulkan is intended to provide a variety of advantages over other APIs as well as its predecessor, OpenGL. In both cases, the GPU executes shaders, while the CPU executes everything else. OpenGL and Vulkan are both rendering APIs. Vulkan is not backwards compatible with OpenGL, although there are certain projects that implement OpenGL as a layer on top of Vulkan, such as Google's ANGLE and Mesa's Zink. Vulkan is derived from and built upon components of AMD's Mantle API, which was donated by AMD to Khronos with the intent of giving Khronos a foundation on which to begin developing a low-level API that they could standardize across the industry. The Vulkan API was initially referred to as the "next generation OpenGL initiative", or "OpenGL next" by Khronos, but use of those names was discontinued when Vulkan was announced. ![]() ![]() Vulkan was first announced by the non-profit Khronos Group at GDC 2015. In addition to its lower CPU usage, Vulkan is designed to allow developers to better distribute work among multiple CPU cores. It provides a considerably lower-level API for the application than the older APIs, making Vulkan comparable to Apple's Metal API and Microsoft's Direct3D 12. ![]() Vulkan is intended to offer higher performance and more efficient CPU and GPU usage compared to older OpenGL and Direct3D 11 APIs. Vulkan targets high-performance real-time 3D graphics applications, such as video games and interactive media. Vulkan is a low- overhead, cross-platform API, open standard for 3D graphics and computing. com /KhronosGroup /Vulkan-HeadersĪndroid, Linux, Haiku, Fuchsia, BSD Unix, QNX, Windows, Nintendo Switch, Stadia, Tizen, macOS, iOS, iPadOS, tvOS, Raspberry Pi, vxWorks ![]()
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