Vulkanised 2026 (February 9–11, 2026, in San Diego at Qualcomm) was a resounding success, marking a full decade of the Vulkan API with a packed program of keynotes, technical deep dives, panels, developer tools roundtables, and real-world application case studies. The energy was electric—developers, engine builders, hardware vendors, and Khronos working group members came together to celebrate progress, share innovations, and shape the future of cross-platform graphics and compute.
LunarG was proud to contribute significantly to the event, with our team delivering several standout sessions:
- Karen Ghavam: Delivered an insightful Vulkan SDK ecosystem update and a reflective 10-year retrospective on the API’s evolution and impact.
- Antonio Caggiano: Explored integrating Vulkan ray tracing into the Godot Engine, showcasing practical real-time ray tracing workflows.
- Charles Giessen: Demystified “Frames in Flight” with a deep dive into mastering Vulkan’s synchronization and multi-frame rendering techniques.
- Spencer Fricke: Took attendees through SPIR-V instrumentation, making validation and debugging more approachable (no more fear!).
- Richard S. Wright, Jr.: Presented “KosmicKrisp – Conformant Vulkan for Apple Hardware,” highlighting LunarG’s conformant Vulkan-to-Metal layered driver, its 1.3 conformance on Apple Silicon, future 1.4 support, and practical integration guidance for macOS and beyond.
These talks sparked great discussions, valuable feedback, and new ideas that will fuel our ongoing work on the Vulkan SDK, validation layers, tools, and ecosystem support.
A massive thank you to the Khronos team for organizing such a high-quality event, to Qualcomm for hosting, to all the speakers and attendees for the engaging conversations, and to the broader Vulkan community for your passion and contributions over the past 10 years.
Download the LunarG Presentations
We’ve made the slides from our Vulkanised 2026 sessions available for download so you can revisit the content or share it with your teams:
- Vulkan 10-Year Retrospective (Karen Ghavam/Ralph Potter) – PDF Download
- Vulkan SDK Ecosystem Update (Karen Ghavam) – PDF Download
- Integrating Vulkan Ray Tracing into the Godot Engine (Antonio Caggiano) – PDF Download
- Mastering Frames in Flight (Charles Giessen) – PDF Download
- Demystifying SPIR-V (Spencer Fricke) – PDF Download
- KosmicKrisp – Conformant Vulkan for Apple Hardware (Richard S. Wright, Jr) – PDF Download
We’ll also be posting links to the video recordings here when they are available from Khronos.
If you missed a session or want to dive deeper into any of these topics, reach out—we’re always happy to discuss the Vulkan SDK, validation improvements, ray tracing integrations, SPIR-V tooling, or how these advancements can support your projects.
Here’s to the next decade of Vulkan—thank you to everyone who made Vulkanised 2026 so special!



