What is Vulkanrt – Troubleinthepeace

Descendant of OpenGL, the interface software is not destined for DirectX and is the brainchild of dozens of technology organizations. Vulkan will follow Mantle to fulfill the ambition of API kingship?

For the first time in a period of time under Microsoft’s dictatorial rule with a graphics API called DirectX, the game industry has a new hope for a healthy competition for graphics interface software.

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The savior named Vulkan has an interesting biography and the benefits it brings to the gaming industry are even more remarkable.

Where did Vulkan come from and for what purpose was it born?

In terms of affection, Vulkan can be considered as a descendant of OpenGL, the graphics API was born even before the first DirectX version was released. Until now, OpenGL and Directx were still two opposing APIs, but due to their underdevelopment and difficulty in integrating OpenGL gradually, leaving Microsoft a “green field” untouched by anyone.

In 2013, finding that the development of the API was slow and declining, AMD – the graphics component developer decided to create its own API library called Mantle. The most important thing about this project was that AMD took advantage of a weakness that the APIs at the time didn’t take advantage of, which was the ability to tweak at extremely low levels of coding. This means that programmers who use Mantle to develop software or games instead of DirectX or OpenGL will notice a huge increase in performance.


However, Mantle failed miserably and is considered one of the worst decisions AMD has ever made. The reason for this is simply that AMD only allows this API library to work with its own ATI Radeon series cards, forcing game developers to perform an extra time-consuming and labor-intensive process. time and money just to integrate Mantle.

Like the yellow leaves on a tree, Mantle “falls” down but “cultivates” the Vulkan generation with all its source code. This is not surprising when behind Vulkan is Khronos Group, a group of prominent member companies such as AMD, NVIDIA, Intel, AMD, Sony and Google etc.


In terms of performance upgrades in games, Vulkan is completely on par with DirectX 12. This is true not only in terms of parameters, but the very technologies DirectX 12 uses are almost present in Vulkan.

These technologies range from multithreading on the CPU, the ability to support VR, and especially the ability to interfere with the GPU of the video card to execute its commands.

Technically, the biggest difference between the two sets of graphical programming interfaces is that DirectX 12 only runs on the Windows operating system. Not only that, DirectX 12 is completely integrated on Windows 10. Owners of any other version of Windows such as Windows 7 and Windows 8 will have to upgrade their operating system to 10 to expect to use DirectX 12.

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This problem is handled by Vulcan in a far superior way when it can run on any operating system such as Linux, mobile operating systems and even Windows 7, 8 and 10.

Not only about the operating system, Vulkan also supports older video cards. Specifically with NVDIA, Vulkan will support cards from the recent GTX 600 to GTX 10 generation. For AMD, Vulkan will support cards from the ATI Radeon 7700 to the latest generation. In theory, the API can be applied directly to the XBox One and PS4 controller systems.


DirectX 12 is currently only fully compatible with the second generation of Maxwell (GTX 900) and Pascal (GTX 10). Although the Fermi and Kepler generations of cards are supported, they will be limited by some functionality of the DirectX 12 library.

While ATI Radeon card generations from 7300 onwards all receive some DirectX 12 support. The new generation of pre-release cards including Polaris 11 and 10 GPUs really get full DirectX 12 support.

The support behind the Khronos Group’s steering committee was also a huge advantage that Mantle didn’t have. Even Valve with its own operating system SteamOS also fully integrates Vulkan’s graphics technology.

The alliance of companies Khronos Group and even Valve will be an advantage that OpenGL has been lacking: erasing OpenGL’s stereotypes and making Vulkan popularize instantly and with a focus on the game world.

The present and future of Vulkan


From the chart we can see that Vulkan’s game performance is greatly affected by the CPU processor. Even when using the 4-core Athlon chip set, AMD’s Fury X line of cards has dropped miserably. Anyway, this is still a Beta version, the actual power of the API will be tested more accurately in the near future.

Another thing to note is Valve’s desire to bring Vulkan up and completely defeat the “king” DirectX that has been on the throne for so long. And with its Steam system, Valve’s influence may be large enough to realize this ambition.

Sony is also raising rumors about its plan to apply the Vulkan API to its Playstation 4K (also known as Playstation 4.5 or Playstation Neo).

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Although there is no guarantee of Vulkan’s success in the future, at least the long-smooth battle on the API front once again has storms and storms. And finally, from this healthy competition, consumers can once again just sit back and watch the war from afar and benefit from its outcome.

All about DirectX and the answer to DirectX 12, the instruction set that is changing the face of the gaming industry


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