Christophe Riccio of LunarG has updated a white paper – Configuring Vulkan Layers – dated April 2024. Download the Presentation Here
Survey Results Are In! See the 2024 Vulkan Ecosystem & SDK Survey Report
The results of the 2024 Vulkan Ecosystem & SDK Survey have been released! LunarG has summarized the results and created a report that shares the key findings and suggested actions. The information you provided will be used to help guide Vulkan Ecosystem investments in 2024 and beyond. The results have also been shared with key partners and contributors in the hope that they will also use the information to guide their investments. Thanks to those of you who completed the annual survey. LunarG understands how valuable your time is! Click here to see the report
LunarG Releases Vulkan 1.3.280.1 SDKs for Linux, & macOS. 1.3.280.0 SDK for Windows.
Vulkan 1.3.280.1 SDKs are Available Released 25 March 2024 Linux & macOS are 1.3.280.1 (minor fixes) Windows remains 1.3.280.0 Vulkan 1.3.280.0 SDKs are Available Released 20 March 2024 Today LunarG released a new SDK for Windows, Linux, & macOS that supports Vulkan API revision 1.3.280. The highlights below are not a replacement for the important and detailed information in the release notes! Overview of New Features in SDK 1.3.280.0 VP_KHR_roadmap_2024 is now included in VP_KHR_roadmap.json that stores the Khronos roadmap profiles The Vulkan Profiles API library introduces a new BETA API, protected by the VP_USE_OBJECT define, to enable using Vulkan functions loaded externally. Please refer to the Vulkan Profiles API library documentation (https://vulkan.lunarg.com/doc/sdk/1.3.280.0/windows/profiles_api_library.html) for more information. The Vulkan Capabilities viewer is now available on the Windows start menu. The Vulkan headers now include the following new optional extensions: VK_NV_ray_tracing_validation VK_NV_raw_access_chains VK_NV_shader_atomic_float16_vector VK_EXT_map_memory_placed VK_KHR_video_decode_av1 VK_KHR_dynamic_rendering_local_read VK_KHR_index_type_uint8 (promoted from EXT) VK_KHR_line_rasterization (promoted from EXT) VK_KHR_load_store_op_none (promoted from EXT) VK_KHR_shader_expect_assume VK_KHR_shader_float_controls2 VK_KHR_shader_maximal_reconvergence VK_KHR_shader_quad_control VK_KHR_shader_subgroup_rotate Improved validation coverage. VUID validation coverage documentation has been updated to represent the validation layer VUID coverage status. The Vulkan Configurator (vkconfig) has been updated to improve quality and stability. macOS Highlights Updated to MoltenVK version 1.2.8. Download the Apple white paper! It has been updated to reflect the latest Vulkan SDK with full App Store compatibility. Deprecation Notice: The /macOS/Frameworks folder which contains only the Vulkan Loader as a dynamic framework will be moving to /macOS/lib where the MoltenVK framework is located. At some point in the future, the Vulkan Layers will also be distributed as frameworks and will be placed in the /macOS/lib folder as well to maintain consistency with the iOS/lib layout. Removal Notice: The /MoltenVK folder in the root of the SDK has been removed. This folder contained duplicate headers that are found in /macOS/include. The MoltenVK specific internal headers have been moved to /macOS/include as well so that all required headers for Vulkan development on Apple platforms are in one location. In addition, the libraries and .xcFramework in /MoltenVK has been moved to macOS/lib, so that again, all libraries needed for macOS development are in one location. iOS Highlights The Vulkan Profiles Layer is now available for iOS. iOS support is moving out of Beta. Part of this transition is the removal of all .dylib’s for iOS as they conflict with Apple’s rules for App Store distribution. The loader, MoltenVK, and layers are now provided as dynamic frameworks for this reason. Shader toolchain libraries are now static only as well. 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
Update! The State of Vulkan on Apple Devices
Updated March 18, 2024 – Richard S. Wright Jr. of LunarG has updated his white paper, The State of Vulkan on Apple Devices, to reflect the latest Vulkan SDK with full App Store compatibility. Download the Paper Here
Cross-Stage Shader Optimization
Greg Fischer, Senior Engineer at LunarG, has released a new white paper, Cross-Stage Shader Optimization, dated March 14th, 2024. Download the White Paper Here
(Videos Now Available) LunarG Delivers 7 Technical Presentations at Vulkanised 2024
At Vulkanised 2024 in Sunnyvale, CA, LunarG delivered 7 information-rich technical presentations. Watch the Presentation Videos – (Now Available!) Vulkanised 2024: Everything You Need to Know About the Vulkan SDK – Karen Ghavam Vulkanised 2024: Common Vulkan Installation Issues – Charles Giessen Vulkanised 2024: Using Vulkan Validation Effectively – Jeremy Gebben Vulkanised 2024: Vulkan Development for Apple Desktops and Devices – Richard Wright Vulkanised 2024: Better Vulkan Applications Deployment Thanks to Vulkan Profiles – Christophe Riccio Vulkanised 2024: Common Mistakes When Learning Vulkan – Charles Giessen Vulkanised 2024: Using Vulkan Synchronization Validation Effectively – John Zulauf Posted Presentations – Everything you need to know about the Vulkan SDK, by Karen Ghavam, Engineering Director & CEO Common Vulkan Installation Issues, by Charles Giessen, Software Engineer Using Vulkan Validation Effectively, by Jeremy Gebben, Senior Software Engineer Vulkan Development for Apple Desktops and Devices, by Richard S. Wright Jr., Senior Software Engineer & Author Better Vulkan Applications Deployment Thanks to Vulkan Profiles, by Christophe Riccio, Senior Software Engineer Common Mistakes When Learning Vulkan, by Charles Giessen, Software Engineer Using Vulkan Synchronization Validation Effectively, by John Zulauf, Senior Software Engineer
Take the 2024 Vulkan Ecosystem & SDK Survey now!
The 2024 LunarG Vulkan Ecosystem and SDK Survey is now Open! Please share your feedback by taking the LunarG annual anonymous developer’s survey. Both LunarG and the Khronos Vulkan Working Group collect this data to drive 2024 investments. Your participation is crucial to this process! The survey results will be tabulated and shared with the Vulkan community. At the end of 2024, LunarG will report on what actions were taken and what results were achieved. Thank you from LunarG and the Khronos Vulkan Working Group! Click here to take the survey now The survey closes on February 26, 2024. More information about LunarG LunarG’s software engineering experts create innovative products and services for open source and commercial customers using leading-edge 3D graphics and compute technologies, including OpenGL, Vulkan, OpenXR, and SPIR-V. We have strengths in performance analysis and tuning, runtime and tools development, shader optimizations, driver development, and porting engines and applications to Vulkan. Our software engineering team is based in Fort Collins, Colorado. LunarG was founded by software experts who are passionate about 3D graphics. For more information about LunarG, please check out our website.
Guide to Vulkan Synchronization Validation
John Zulauf of LunarG has updated his insightful white paper – Guide to Vulkan Synchronization Validation – dated February 2024. Download the Presentation Here


