At Vulkanised 2025 in Cambridge | UK, LunarG presented the following technical presentations: Watch the Videos – Vulkan SDK – Enhancements Over the Last Year – by Karen Ghavam, CEO & Engineering Director Debugging your GPU Workflow – by Spencer Fricke, Graphics Software Engineer Vulkan Crash Diagnostic Layer – by Jeremy Gebben, Senior Graphics Software Engineer Vk-Bootstrap: Vulkan Project Startup Made Easy – by Charles Giessen, Graphics Software Engineer So You Want to Write a Vulkan Renderer in 2025 – by Charles Giessen, Graphics Software Engineer Download the Presentations – Vulkan SDK – Enhancements Over the Last Year – by Karen Ghavam, CEO & Engineering Director Debugging your GPU Workflow – by Spencer Fricke, Graphics Software Engineer Vulkan Crash Diagnostic Layer – by Jeremy Gebben, Senior Graphics Software Engineer Vk-Bootstrap: Vulkan Project Startup Made Easy – by Charles Giessen, Graphics Software Engineer So You Want to Write a Vulkan Renderer in 2025 – by Charles Giessen, Graphics Software Engineer
Vulkan SDK Presentation at SIGGRAPH Asia 2024
Presentations are now available! Spencer Fricke, Graphics Engineer, LunarG Inc., provided an update on the Vulkan SDK at SIGGRAPH Asia 2024 in Tokyo, Japan. Follow the links below to access the presentation materials. Click here for the Japanese Language Version Click here for the English Language Version
LunarG 3D graphics engineer adds GLSL & SPIR-V as inputs to Compiler Explorer!
Innovation Flash! Spencer Fricke, a 3D graphics engineer at LunarG, has added GLSL & SPIR-V as input options to the popular Compiler Explorer (a.k.a. Godbolt) tool. To see what we mean, checkout these examples – GLSL – https://godbolt.org/z/s14W5Mx6M spirv-opt – https://godbolt.org/z/r1j1GnMer spirv-val – https://godbolt.org/z/ePbTaYK3r Stay tuned for more valuable innovations from LunarG 3D graphics engineers! FYI – Download the Vulkan SDK here!
LunarG Releases Vulkan SDK 1.3.296.0 for Windows, Linux, & macOS
Now Available – Vulkan SDK 1.3.296.0 Released 08 Oct 2024 Today LunarG released a new SDK for Windows, Linux, & macOS that supports Vulkan API revision 1.3.296. The highlights below are not a replacement for the important and detailed information in the release notes! New features in SDK 1.3.296.0 > A beta version of slang – an alternative shader language and compiler. > Synchronization validation for the VK_KHR_timeline_semaphore extension. > The Vulkan headers now include the following extensions: VK_EXT_depth_clamp_control VK_EXT_device_generated_commands VK_KHR_compute_shader_derivatives VK_KHR_pipeline_binary VK_NV_command_buffer_inheritance VK_AMD_anti_lag > The Android Validation Layer binaries are released in the Validation Layers repository. > The Vulkan Configurator (vkconfig) has been updated to improve quality and stability. > Improved validation coverage. Windows Highlights > The Windows ARM Vulkan SDK has been released with the following components added (it is no longer considered “beta”): DXC (the Microsoft DirectX Shader Compiler) Visual Studio 2022 templates > Windows 11 is now officially supported. > Reminder – In 2025 the behavior of the Windows SDK will change and the Vulkan Loader will be updated as part of the SDK installation. macOS Highlights > MoltenVK has been updated to version 1.2.11. See the release notes for details. > A notarized .zip file is available which contains the SDK installer instead of a .DMG. > Please see the release notes for an issue with the SDK Maintenance tool. Linux Highlights > Ubuntu packages are not releasing a new version of the DirectXShaderCompiler on Ubuntu 24.04 for this SDK release due to an unidentified issue. Thank You! LunarG would like to thank the many contributors to the Vulkan Ecosystem that help make the SDKs possible! Release Notes Release Notes for Linux Release Notes for Windows Release Notes for macOS About LunarG LunarG software engineering experts create innovative products and services for open-source and commercial customers using leading-edge 3D graphics and compute technologies, including Vulkan, SPIR-V, OpenXR, and OpenGL. We have strengths in performance analysis and tuning, runtime and tools development, shader optimizations, driver development, and porting engines and applications to Vulkan. Please check out our website. Go to the Vulkan SDK Download site to get the new SDKs
Asynchronous Pipeline Creation – compile shaders in parallel using multiple CPU cores
Download the white paper now! GFXR – Asynchronous Pipeline Creation – LunarG, Fabian Schmidt 09-24-2024
A Few Words About the Vulkan SDK for Windows 11 ARM64 Architectures
Download the white paper now! Vulkan SDK for Windows 11 ARM64
(Videos Available) LunarG is at the Vulkan, Forging Ahead Session at the Khronos BoF during SIGGRAPH 2024
LunarG is at the Vulkan, Forging Ahead session at the Khronos BoF during SIGGRAPH 2024! Afterward, have live 1:1 conversations with key LunarG senior software engineers at the Khronos Networking Event! (NEW) Watch the Videos The Vulkan SDK – Where we started – Where we are going, Karen Ghavam, CEO & Engineering Director, LunarG Introduction to the Crash Diagnostic Layer, Jeremy Gebben, Senior Software Engineer, LunarG Presentations The Vulkan SDK – Where we started – Where we are going, Karen Ghavam, CEO & Engineering Director, LunarG Introduction to the Crash Diagnostic Layer, Jeremy Gebben, Senior Software Engineer, LunarG Khronos Event Logistics (at the Hyatt Regency Denver) – Vulkan, Forging Ahead: Wednesday, July 31: 3:00 – 6:00 pm MDT Khronos Networking Event: Wednesday, July 31: 6:00 – 9:00 pm MDT
(Video Available) Introduction to the Crash Diagnostic Layer
Introduction to the Crash Diagnostic Layer, by Jeremy Gebben, Senior Software Engineer, LunarG, Inc. Presented at the Vulkan, Forging Ahead Session at the Khronos BoF during SIGGRAPH 2024 (Now Available) Watch the Video Download The Presentation


