Minecraft: Java Edition is hard at work getting Vibrant Visuals ready. They have been exploring refactoring and looking at ways to modernize their rendering code. Following this work, they are now preparing to make a change to the underlying technology they use to render the game, by switching from OpenGL to Vulkan.
Home | Vulkan | Cross platform 3D Graphics
Khronos welcomes community contributions
Contributing
There are many ways community members can contribute to Vulkan ranging from joining Khronos as a member, making suggestions for the Vulkan spec via Github or contributing to the many open source software and tools projects. Here are a few pointers to how to get started:

Khronos welcomes community contributions
Contributing
There are many ways community members can contribute to Vulkan ranging from joining Khronos as a member, making suggestions for the Vulkan spec via Github or contributing to the many open source software and tools projects. Here are a few pointers to how to get started:
- Promoter/contributor levels: Directly influence the Vulkan spec (with voting rights)
- Associate/Academic levels: Advise the Working Group on future evolution topics (no voting rights)
Khronos hosts and maintains several public repos for Vulkan - please follow the contributing and licensing guidelines listed on the repos:
- The Vulkan specification (Vulkan_docs)
- Vulkan Guide (vulkan_guide)
- Khronos Vulkan Tutorial (vulkan_tutorial)
- Vulkan samples (vulkan_samples)
- docs.vulkan.org website (vulkan_site)
- Many tools, layers, profiles, etc.
The public community can contribute via
- Submitting issues
- Suggesting improvements
- Vulkan Roadmap "proposal" (for background on Vulkan Roadmaps)
The Vulkan working group welcomes input from the developer community on challenges that you would like to see targeted in future Vulkan Roadmap milestones. If you have significant problems you’d like to see solved, major pain points that need addressing, improvements to streamline development, etc., your feedback will help guide the development of new solutions.
- Submit a "Roadmap Feedback" issue on Vulkan-Docs
Open an issue (or comment on an existing Roadmap Feedback issue) on the Vulkan-Docs Github repo using the Roadmap Feedback issue template. See issue #2220 for an example.
- Discord channel for roadmap ideas
Go to #vulkan-roadmap-discussions on the official Vulkan Discord and post suggested roadmap improvements to seed discussions with other Vulkan developers and Work Group members
- Vulkan Roadmap "proposal" (for background on Vulkan Roadmaps)
Vulkan Platform Support
Vulkan is a cross-platform industry standard enabling developers to target a wide range of devices with the same graphics API.
Vulkan Developments
Latest Vulkan API Extensions and Additions
Vulkan is constantly evolving to bring new capabilities and improvements to the API. Here are some of the most recent developments

Baldur's Gate 3 - Larian Studios
Vulkan Developments
Latest Vulkan API Extensions and Additions
Vulkan is constantly evolving to bring new capabilities and improvements to the API. Here are some of the most recent developments
- Vulkan 1.4 Specification
The Vulkan 1.4 specification consolidates numerous previously optional extensions, features, and increased minimum hardware limits, many of which were defined in the Vulkan Roadmap 2022 and 2024 milestones and associated profiles
- Read the press release
Khronos Streamlines Development and Deployment of GPU-Accelerated Applications with Vulkan 1.4
- Vulkan 1.4 Specification
- Press Release
The Vulkan Working Group has released two important updates to the API and ecosystem: an entirely new Descriptor system and the Vulkan Roadmap 2026 Milestone.
- Roadmap 2026 Specification
This milestone raises the baseline feature support of Vulkan implementations as with prior milestones. In addition, this milestone makes guarantees about swapchain and presentation support for implementations.
- Press Release
- Read the blog
The new VK_EXT_descriptor_heap extension represents a complete overhaul of the current Vulkan descriptor system, providing direct access to descriptor memory while preserving compatibility with legacy descriptor sets and other APIs.
- Spec Proposal Document
This document outlines a proposal to make the management of descriptor memory more explicit, allowing descriptors to be present in buffer memory, allowing the data and memory to be managed alongside other buffer objects.
- Read the blog
- Press Release
Khronos has released finalized extensions, collectively called ‘Vulkan Video’, for seamlessly integrating hardware-accelerated video compression and decompression into the Vulkan API. This API incorporates industry feedback and exposes core decode Vulkan Video functionality to provide fully accelerated H.264 and H.265 decode.
- Vulkan Video Blog - Decode
Vulkan Video adheres to the Vulkan philosophy of providing applications flexible, fine-grained control over scheduling, synchronization, and memory allocation. By leveraging the existing Vulkan API framework, the Vulkan Video extensions enable efficient, low-latency, low-overhead use of processing resources for accelerated video processing.
- Vulkan Video Blog - Encode
With the release of Vulkan 1.3.274, Khronos has finalized the extensions to enable encoding of H.264 and H.265 video streams.
- Vulkan Video Blog - AV1 Decode
Khronos Releases AV1 Decode in Vulkan Video with SDK Support for H.264/H.265 Encode
- Press Release
- Overview Blog
The newly released VK_KHR_synchronization2 extension brings extensive improvements to Vulkan queue submission, events, and pipeline barriers to significantly improve API usability for developers.
- Technical Blog
The goal of this article is to help developers easily understand and not be intimidated or confused by one of the toughest aspects of Vulkan: Synchronization.
- Synchronization 2 in the Vulkan Guide
See this chapter in the Vulkan Guide for an overview of the latest Vulkan synchronization capabilities
- Specification
See the details of VK_KHR_synchronization2 in the Vulkan specification
- Synchronization 2 code sample
Demonstrates the use of the reworked synchronization api introduced with VK_KHR_synchronization2. This sample uses the new extension to streamline memory barriers used for compute and graphics work submissions.
- Overview Blog
- Read the Blog
Khronos® has released the final versions of the set of Vulkan®, GLSL and SPIR-V extension specifications that seamlessly integrate ray tracing into the existing Vulkan framework.
- Ray Tracing in the Vulkan Guide
For an overview of Ray Tracing in Vulkan, check out this chapter in the Vulkan Guide
- Specification
Start with the Ray Traversal and Ray Tracing sections of the Vulkan Spec for more details
- Ray Tracing code sample
Render a basic scene using the official cross-vendor ray tracing extension. Shows how to setup all data structures required for ray tracing
- Read the Blog
- Read the Blog
The new timeline semaphore synchronization API defines a primitive containing a superset of both the original VkSemaphore and VkFence primitives while simultaneously eliminating many of the most painful limitations of the previous APIs
- Specification
See detials for Timeline Semaphore in the Vulkan Specification
- Timeline Semaphore code sample
Demonstrates various use cases which are enabled with timeline semaphores. The sample implements "Game of Life" using out-of-order signal and wait, multiple waits on same semaphore in different queues, waiting and signalling semaphore on host.
- Read the Blog
- Read the blog
The VK_KHR_fragment_shading_rate extension provides a new, flexible technique to control the fragment shading rate, enabling developers to perform shading at a lower resolution than the render targets.
- Specification
See detials for VK_KHR_fragment_shading_rate in the Vulkan Specification
- Fragment Shading Rate code sample
Uses a special framebuffer attachment to control fragment shading rates for different framebuffer regions. This allows explicit control over the number of fragment shader invocations for each pixel covered by a fragment
- Read the blog
- Read the blog
Android is enabling a host of useful new Vulkan extensions for mobile. These new extensions are set to improve the state of graphics APIs for modern applications, enabling new use cases and changing how developers can design graphics renderers going forward.
- Specification
See details for Descriptor Indexing in the Vulkan Specification
- Descriptor Indexing code sample
Demonstrates how to use descriptor indexing to enable update-after-bind and non-dynamically uniform indexing of descriptors
- Read the blog
New to Graphics Programming?
If you're just starting out in your Graphics Programming journey, we've listed a few recommended resources to help get you spun up on the basics.
Latest project
Vulkan Portability
Vulkan® Portability™ aims to counter platform fragmentation by encouraging layered implementations of Vulkan functionality over Metal, DX12 and other APIs. Vulkan Portability enables Vulkan applications to be reliably deployed across diverse platforms

The release of the Vulkan SC 1.0 specification on March 1, 2022 marked an important milestone in delivering a new generation of safety-critical APIs. Based on the Vulkan 1.2 API, Vulkan SC meets the needs of safety-critical systems to leverage the performance of modern GPUs to satisfy their graphics and compute requirements.

The Mesa 26.0 open-source graphics stack has been released as a major update that introduces new features and improvements across most of the included graphics drivers. Highlights of Mesa 26.0 include KosmicKrisp, a new Vulkan to Metal layered driver for macOS, significant raytracing performance improvements to the RADV Vulkan driver for AMD GPUs, and other Vulkan improvements.
In this blog, Vulkan Strategy Officer, Tobias Hector, explains the recent release of the VK_EXT_descriptor_heap extension. This extension is the first concrete attempt at totally replacing the existing descriptor set subsystem in Vulkan. While it’s shipping as an EXT for now, it’s on a path to becoming future core functionality.The Vulkan Working Group attempted to fix the descriptor model with VK_EXT_descriptor_buffer, which developers have had some success with, but we used incremental (if large!) improvements to the existing descriptor set functionality, making it necessary to check for a variety of descriptor set extensions. This incremental approach also didn’t attract wide industry backing, resulting in cross-vendor portability issues. So, we took the lessons learned from VK_EXT_descriptor_buffer, and designed a completely new subsystem.
LunarG has announced the release of Vulkan SDK 1.4.341.0 for Linux, macOS, and Windows. This update delivers support for Vulkan API 1.4.341, incorporates the Roadmap 2026 Profile for greater hardware consistency, advances KosmicKrisp to beta on Apple silicon, supports several new extensions, and enhances validation layers across the board.





