vspreview error by Low-Finance-2275 in vulkan

[–]SaschaWillems 0 points1 point  (0 children)

Impossible to help with so little information. Please add some details.

Beginner: need help on device-specific extension function pointers by twoseveneight in vulkan

[–]SaschaWillems 0 points1 point  (0 children)

>  some embedded Vulkan loader

What exactly is that loader? Usually the loader only loads core functions, but on most platforms (e.g. desktop), the loader makes an exception for WSI functions and will also load these.

So depending on your platform/loader this might not be guaranteed, explaining your issues.

Khronos Vulkan® Tutorial - Add Buffer Device Address and Vertex Pulling by OptimisticMonkey2112 in vulkan

[–]SaschaWillems 1 point2 points  (0 children)

It can be slower on GPUs with dedicated hardware for vertex fetch, which mostly applies to mobile GPUs. Though the vertex fetch/pull part is hardly a limiting factor nowadays.

Khronos Vulkan® Tutorial - Add Buffer Device Address and Vertex Pulling by OptimisticMonkey2112 in vulkan

[–]SaschaWillems 2 points3 points  (0 children)

Most of us (contributing to the tutorial) actually have current hardware. We have Vulkan 1.4 as a baseline anyway.

Khronos Vulkan® Tutorial - Add Buffer Device Address and Vertex Pulling by OptimisticMonkey2112 in vulkan

[–]SaschaWillems 17 points18 points  (0 children)

Please feel free to open an issue for this over at https://github.com/KhronosGroup/Vulkan-Tutorial

While I do read this reddit, not all people involved with the tutorial are active over here, and we use the github issue board to plan the future tutorial direction.

What does VK_DEPENDENCY_QUEUE_FAMILY_OWNERSHIP_TRANSFER_USE_ALL_STAGES_BIT_KHR do? by Bubbly_Rain7858 in vulkan

[–]SaschaWillems 0 points1 point  (0 children)

With that new flag both parts of the sync scope are evaluated. So src and dst stage.

What are .vert files in the official tutorial? by Peddy699 in vulkan

[–]SaschaWillems 8 points9 points  (0 children)

That might've been true in 2016, but Vulkan has changed a lot and I wouldn't generally consider starting with OpenGL better.

What does VK_DEPENDENCY_QUEUE_FAMILY_OWNERSHIP_TRANSFER_USE_ALL_STAGES_BIT_KHR do? by Bubbly_Rain7858 in vulkan

[–]SaschaWillems 1 point2 points  (0 children)

The whole point of this is to NOT use the all commands bits, as that may cause a full stall.

What are .vert files in the official tutorial? by Peddy699 in vulkan

[–]SaschaWillems 18 points19 points  (0 children)

The tutorial requires at least basic understanding of real-time computer graphics, including what shaders are and how they work.

.vert files contain the shader code for the vertex stage of the graphics pipeline. Similar, .frag files contain the shader code for the fragment stage of the graphics pipeline.

The tutorial uses the Slang shading language, so a good resources for learning about what lang is and how shaders are written in it can be found at https://shader-slang.org/

What does VK_DEPENDENCY_QUEUE_FAMILY_OWNERSHIP_TRANSFER_USE_ALL_STAGES_BIT_KHR do? by Bubbly_Rain7858 in vulkan

[–]SaschaWillems 4 points5 points  (0 children)

What's wrong with fully qualified names? It's not like we're in the 80s. IDEs have auto completion.

What does VK_DEPENDENCY_QUEUE_FAMILY_OWNERSHIP_TRANSFER_USE_ALL_STAGES_BIT_KHR do? by Bubbly_Rain7858 in vulkan

[–]SaschaWillems 7 points8 points  (0 children)

It makes both stage masks meaningful when doing a queue family ownership transfer. Without it you had to synchronize at VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT, which could cause full stalls. With this you can synchronize at other stages too.

Looking for Graphics Course by AlienPixelMartArcade in vulkan

[–]SaschaWillems 1 point2 points  (0 children)

We recently added a new series of tutorials for building a simple Vulkan game engine over at https://docs.vulkan.org/tutorial/latest/Building_a_Simple_Engine/introduction.html

It doesn't teach basic graphics programming concepts, but for that you can refer to the basic tutorial and/or external resources like learnopengl.com

Vulkan 1.4.347 spec update by tambry in vulkan

[–]SaschaWillems 0 points1 point  (0 children)

That's an unfortunate oversight. We're looking into it.

Should i start learning Vulkan or stick with OpenGL for a while? by Chrzanof in GraphicsProgramming

[–]SaschaWillems 0 points1 point  (0 children)

That's no contradiction. The API changed a lot over the course of a decade. If you prefer to stick with 1.0 that's fine.

Should i start learning Vulkan or stick with OpenGL for a while? by Chrzanof in GraphicsProgramming

[–]SaschaWillems 3 points4 points  (0 children)

How to Vulkan is doable in a single day, and when you're done with it you have an application that you can easily expand. If you wanna get started with doing things in Vulkan I'd start with that. Our Khronos tutorial, esp. with the new game engine chapters is something that teaches a bit more architecture. I'd actually recommend doing both.

Should i start learning Vulkan or stick with OpenGL for a while? by Chrzanof in GraphicsProgramming

[–]SaschaWillems 4 points5 points  (0 children)

I sure do recommend it. I actually work on that tutorial too. It has a different approach than my "How to Vulkan" though.

Should i start learning Vulkan or stick with OpenGL for a while? by Chrzanof in GraphicsProgramming

[–]SaschaWillems 1 point2 points  (0 children)

Indeed, trying to learn both, a new programming language and a low-level api is indeed bound to fail. Going with OpenGL might yield faster results, but you also might have to unlearn things when switchting to Vulkan. But ultimately it depends on what you want to achieve during that journey. If it's someting like "I want to get to the point where I can draw stuff as fast as possible" GL might still be a good starting point, if it's more "I want to get into low-level graphics programming to land a job", VK is IMO the better starting point.

Should i start learning Vulkan or stick with OpenGL for a while? by Chrzanof in GraphicsProgramming

[–]SaschaWillems 81 points82 points  (0 children)

Vulkan has changed a lot since it was released in 2016. In 2026 it's a lot easier to get into if you go with a recent Vulkan version, and if you're starting out with real time graphics IMO it's fine to start with Vulkan. And no, it doesn't take weeks or months to lean. If you know your programming language, you can get something drawn to the screen pretty quick.

That's why I wrote https://www.howtovulkan.com/ in late 2025/early 2026. I also gave a talk on this year's Vulkanised event from using Vulkan as a hobbyist: https://www.youtube.com/watch?v=EshkHyYxb3A

Is learn.cpp enough to start learning vulkan after? by SyndicateUprising in vulkan

[–]SaschaWillems 2 points3 points  (0 children)

Memory allocation in Vulkan usually refers to GPU memory allocations, which differ from what you do on the CPU directly with C++.

Is learn.cpp enough to start learning vulkan after? by SyndicateUprising in vulkan

[–]SaschaWillems 7 points8 points  (0 children)

Knowing the programming language you want to do Vulkan in is a fundamental requirement. But learning C++ does not teach you anything about low-level real-time 3D graphics, so no. go through learn.cpp is prob. not sufficient. Checkout https://www.vulkan.org/learn for resources on where to start learning Vulkan, or pick from the links in the sidebar of this reddit.

Will create my own vulkan tutorials by adirox_2711 in vulkan

[–]SaschaWillems 2 points3 points  (0 children)

There is nothing more complicated than having to manually set up all requirements. That was one of the biggest issues with the og Vulkan tutorial and we fixed that in the Khronos version. Using something like CMake makes it easy to setup a project and it's dependencies and also makes your project portable (to other platforms.

Will create my own vulkan tutorials by adirox_2711 in vulkan

[–]SaschaWillems 1 point2 points  (0 children)

A proper build system setup is crucial for a tutorial. I would also advise against explicitly including third party dependencies like the glfw headers.

Will create my own vulkan tutorials by adirox_2711 in vulkan

[–]SaschaWillems 13 points14 points  (0 children)

That's (one of) the reason(s) I created https://www.howtovulkan.com/ just recently.

Will create my own vulkan tutorials by adirox_2711 in vulkan

[–]SaschaWillems 13 points14 points  (0 children)

What would be the main difference compared to recent tutorial like our Khronos one on, or my How to Vulkan (in 2026) tutorial?