BlogCategory: Vulkan

Porting your engine to Vulkan® or DX12®

Adam Sawicki, a member of AMD RTG’s Game Engineering team, has spent the best part of a year assisting one of the world’s biggest game studios in porting one of their AAA games to Vulkan.

Reducing Vulkan® API call overhead

This guest post, by Arseny Kapoulkine from Roblox, looks at the costs associated with calling various Vulkan functions tens or hundreds of thousands of times per frame, and ways to bring them down.

V-EZ brings “Easy Mode” to Vulkan

AMD announces the release of V-EZ, a middleware layer that significantly reduces the house-keeping overhead of Vulkan making it easier to use and more accessible to a broader base of developers.

Understanding Vulkan® Objects

An important part of learning the Vulkan® API is to understand what types of objects are defined by it, what they represent and how they relate to each other.

AMD GPUOpen Vulkan Memory Allocator

Vulkan® Memory Allocator

VMA is our single-header, MIT-licensed, C++ library for easily and efficiently managing memory allocation for your Vulkan® games and applications.

Vulkan® and DOOM

This post takes a look at the interesting bits of helping id Software with their DOOM Vulkan effort, from the perspective of AMD’s Game Engineering Team.