Vulkan API
Jump to navigation
Jump to search
A Vulkan API is a low-overhead, cross-platform 3D graphics and computing API.
- See: Nintendo Switch System Software, Tizen, Cross-Platform, Application Programming Interface, Overhead (Computing).
References
2019
- (Wikipedia, 2019) ⇒ https://en.wikipedia.org/wiki/Vulkan_(API) Retrieved:2019-3-19.
- Vulkan is a low-overhead, cross-platform 3D graphics and computing API. Vulkan targets high-performance realtime 3D graphics applications such as video games and interactive media across all platforms. Compared to OpenGL and Direct3D 11, and like Direct3D 12 and Metal, Vulkan is intended to offer higher performance and more balanced CPU/GPU usage. Other major differences from Direct3D 11 (and prior) and OpenGL are Vulkan being a considerably lower level API and offering parallel tasking. Vulkan also has the ability to render 2D graphics applications. In addition to its lower CPU usage, Vulkan is also able to better distribute work among multiple CPU cores. Vulkan is said to induce anywhere from a marginal to polynomial speedup in run time relative to other APIs if implemented properly on the same hardware. Vulkan was first announced by the non-profit Khronos Group at GDC 2015. 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 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.