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Drivers, SDKs and More

Vulkan GPU Resources

Behind every great API is the supporting software that bring it life on your GPU. Check out the available resources by company below.

SDK

Download these essential development tools

Essentials tools, documentation and libraries for every Vulkan developer

Download these essential development tools


Detroit Become Human — Quantic Dream

SDK

Download these essential development tools

Essentials tools, documentation and libraries for every Vulkan developer

  • LunarG has developed the quintessential developer SDK including build tools, documentation, libraries and more.

    Find Out More

  • Google gives you everything you need to incorporate Vulkan into your Android games and other apps where graphics performance is key.

    Visit the Android developer website to download the API, samples, and documentation: resources to help you hit the ground running.

    Find Out More

  • ARM’s Vulkan Software Development Kit is a collection of resources to help you build Vulkan applications for a platform with a Mali GPU and an ARM processor. You can use it for creating new applications, training, and exploration of implementation possibilities

    Find Out More

  • The PowerVR SDK is an open source codebase to help with the development of graphics applications for PowerVR and other platforms. It consists of two main parts: the Framework and a set of examples.

    Find Out More

Deep Dive

Profilers and debuggers

Tools to take a low level look at your application, debug and achieve the absolute best performance

Profilers and debuggers

Deep Dive

Profilers and debuggers

Tools to take a low level look at your application, debug and achieve the absolute best performance

  • The AMD Radeon™ GPU Profiler is a ground-breaking low-level optimization tool that provides detailed information on Radeon™ GPUs.

    Find Out More

  • AGI is a cross-vendor open source tool with system and frame profiling support for Vulkan applications on the Android platform.

    Find Out More

  • Arm Mobile Studio offers free mobile app development tools for manual analysis of app performance across mobile devices and a Professional Edition for importing that data directly into a continuous integration workflow.

    Find Out More

  • A cross-platform Vulkan layer which checks Vulkan applications for recommended API usage on Arm Mali devices

    Find Out More

  • NVIDIA Nsight™ allows you to build and debug integrated GPU kernels and native CPU code as well as inspect the state of the GPU and memory

    Find Out More

  • The Snapdragon Profiler provides Vulkan developers with low level counters and metrics that help them get accurate timing and insight on what happens on the Adreno GPU.

    Find Out More

  • RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows 7 — 10, Linux, Android, Stadia, and Nintendo Switch™. It is completely open-source under the MIT license

    Find Out More

  • Tracy is a real time, nanosecond resolution, remote telemetry, hybrid frame and sampling profiler. Tracy supports profiling CPU , GPU (including Khronos APIs: Vulkan, OpenGL, OpenCL), memory allocations, locks, context switches and more.

    Find Out More

GPU PROGRAMMING

Shader Tools

Here you’ll find info (spec, documentation) and development tools for developing shaders for Vulkan. Vulkan has support for shaders written in HLSL and GLSL — and if you want to go deeper, SPIRV intermediate representation is is the target IR for all Vulkan shaders.

Shader Tools

GPU PROGRAMMING

Shader Tools

Here you’ll find info (spec, documentation) and development tools for developing shaders for Vulkan. Vulkan has support for shaders written in HLSL and GLSL — and if you want to go deeper, SPIRV intermediate representation is is the target IR for all Vulkan shaders.

    • HLSL Documentation

      HLSL is the C-like high-level shader language that you use with programmable shaders in DirectX.

    • DXC Github Repository

      The DirectX Shader Compiler project includes a compiler and related tools used to compile High-Level Shader Language (HLSL) programs into Intermediate Language (DXIL, SPIRV) representation.

    • HLSL to SPIR-V mapping

      This document describes the mappings from HLSL features to SPIR-V for Vulkan adopted by the SPIR-V codegen.

    • GLSL wiki

      The OpenGL Shading Language is a C-style language and covers most of the features you would expect with such a language.

    • GLSL Spec (PDF)

      This document specifies version 4.60 of the OpenGL Shading Language (GLSL)

    • GLSL Github Repository

      GLSL and ESSL are Khronos high-level shading languages. Vulkan makes use of GLSL and ESSL, via SPIR-V.

    • glslang reference compiler front end

      glslang is the official reference compiler front end for the OpenGL and OpenGL ES shading languages. If you wish to assure that SPIR-V generated from HLSL is legal for Vulkan, also install spirv-tools.

    • SPIR-V Overview

      SPIR-V is catalyzing a revolution in the ecosystem for shader and kernel language compilers used for expressing parallel computation and GPU-based graphics.

    • SPIR-V Spec Registry

      SPIR-V is a binary intermediate language for representing graphical-shader stages and compute kernels for multiple Khronos APIs, including OpenCL, OpenGL, and Vulkan.

    • SPIR-V Guide

      The SPIR-V Guide is designed to help developers get up and going with the world of SPIR-V. This guide is targeted at developers needing to use compilers SPIR-V in their tool chains and for developers wishing to develop custom tooling or compilers that outputs SPIR-V.

    • SPIR-V Tools

      The SPIR-V Tools project provides an API and commands for processing SPIR-V modules. The project includes an assembler, binary module parser, disassembler, validator, and optimizer for SPIR-V.

Engines

Looking to take your project to the next level? Look no further: Here are several engines that currently support Vulkan.

Acid Logo

Acid is an open-source, cross-platform game engine written in modern C++17 with a focus on modularity and simplicity

Find out more

CryEngine Logo

CRYENGINE, Crytek’s proprietary game engine is available for creators all across the globe to harness the power behind IPs like Crysis, Ryse: Son of Rome, The Climb and Hunt: Showdown. Start achieving; dare to create world-class gaming experiences, no matter the budget or team size.

Find out more

Flax Logo

Flax is a fully-featured multi-platform 3D game engine. It brings awesome experience to the game development that scales from small to large teams.

Flax Engine

GoDot Logo

Godot is completely free and open-source under the very permissive MIT license.

Find out more

NAP Framework Logo

NAP framework is an open source, data-driven platform that merges game technology with the flexibility of a creative coding environment. NAP allows you to create fast, modular, stable applications.

Find out more

O3DE Logo

Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.

Open 3D Engine

Source Logo

The Source Engine is a 3D game engine developed by Valve Corporation. Its unique features include a large degree of modularity and flexibility, an artist-driven, shader-based renderer, accurate lip sync and facial expression technology, and a powerful, efficient and completely network-enabled physics system.

Find out more

The Forge Logo

The-Forge is an open-source cross-platform rendering framework that is used to provide the rendering layer for custom next-gen game engines. It is also meant to provide building blocks to write your own game engine. It’s used by many different games and studios including but not limited to: Supergiant’s Hades, Bethesda’s Creation Engine, StarVR One SDK and others. The Forge Interactive offers game engine consulting and programming services around it.

The Forge

Xenko Logo

Open-source C# cross-platform game engine currently offering Vulkan support in Beta

Find out more

Unity Logo

Unity is the world’s leading platform for creating and operating real-time 3D (RT3D) content. Creators, ranging from game developers to artists, architects, automotive designers, filmmakers, and others, use Unity to make their imaginations come to life.

Find out more

Unreal Engine 4 Logo

Unreal Engine is the world’s most open and advanced real-time 3D creation tool. Continuously evolving to serve not only its original purpose as a state-of-the-art game engine, today it gives creators across industries the freedom and control to deliver cutting-edge content, interactive experiences, and immersive virtual worlds

Find out more

UX3D Logo

Cross-platform multi-threaded 3D rendering engine optimized for non-gaming industry

Find out more

Cocos Creator Engine Logo

Superb open source game and app development tool with bespoke content creation features. 2D and 3D game development has never been this easy.

Find out more

Vulkan Supported

Engines

Looking to take your project to the next level? Look no further: Here are several engines that currently support Vulkan.

Simplify, Prototype, Support

Frameworks and Helper Libraries

Want to simplify parts of your code or rapidly prototype an application? These frameworks and libraries can help.

Frameworks and Helper Libraries


Hades — Supergiant Games

Simplify, Prototype, Support

Frameworks and Helper Libraries

Want to simplify parts of your code or rapidly prototype an application? These frameworks and libraries can help.

  • Simple DirectMedia Layer (SDL) is a cross-platform library designed to provide a hardware abstraction layer for multimedia hardware components. Vulkan is now supported as a target rendering back-end.

    Find Out More

  • GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan application development providing a simple, platform-independent API for creating windows, contexts and surfaces, reading input, handling events, etc.

    Find Out More

  • Easy to integrate Vulkan memory allocation library to help developers to manage the complexity of Vulkan memory allocations and resource creation by offering higher-level functions to help allocate correct/optimal memory types.

    Find Out More

  • Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).

    Find Out More

  • A utility library that jump starts initialization of Vulkan. This library simplifies the tedious process of: Instance creation, Physical Device selection, Device creation, Getting queues, Swapchain creation

    Find Out More

  • Cross-platform «Bring Your Own Engine/Framework» style rendering library

    Find Out More

  • bs::framework is a C++ library that aims to provide a unified foundation for the development of real-time graphical applications, whether games, engines or tools.

    Find Out More

  • A modern cross-platform low-level graphics library and rendering framework. Diligent Engine targets Vulkan, Direct3D12 and Metal, but also supports OpenGL/GLES and Direct3D11 for backwards compatibility.

    Find Out More

  • The Vulkan GLSL Ray Tracing Emulator is an online application that aims to simulate the ray tracing shader pipeline from the Vulkan GL EXT ray tracing specification.

    The web-based emulator is intended for computer graphics education or rapid prototyping of GLSL ray tracing shaders. It does not require a high-end GPU with special ray tracing hardware. Only if you want to run the exported C++ Vulkan stand-alone application, a GPU with ray tracing accelerator hardware is necessary.

    Find Out More

  • VulkanSceneGraph (VSG), is a modern, cross platform, high performance scene graph library built upon Vulkan graphics/compute API. The software is written in C++17, and follows the CppCoreGuidlines and FOSS Best Practices. The source code is published under the MIT License.

    Find Out More

  • ncnn is a high-performance neural network inference computing framework optimized for mobile platforms. ncnn does not have third party dependencies. Developers can easily deploy deep learning algorithm models to the mobile platform by using an efficient ncnn implementation, creating intelligent APPs, and bringing artificial intelligence to your fingertips.

    Find Out More

  • The general purpose GPU compute framework for cross vendor graphics cards. Kompute is backed by the Linux Foundation as a hosted project by the LF AI & Data Foundation.

    Find Out More

  • Intermediate Graphics Library (IGL) is a cross-platform library that commands the GPU. It encapsulates common GPU functionality with a low-level cross-platform interface. IGL is designed to support multiple backends implemented on top of various graphics APIs (e.g. OpenGL, Metal and Vulkan) with a common interface.

    Find Out More

Work with Vulkan in the language of your choice

Language Bindings

Whilst C is the base language for Vulkan development there are a number of bindings for other languages if preferred or a project calls for it.

Language Bindings


Valheim — Iron Gate Studio

Work with Vulkan in the language of your choice

Language Bindings

Whilst C is the base language for Vulkan development there are a number of bindings for other languages if preferred or a project calls for it.

  • Vulkan-HPP provides header only C++ bindings for the Vulkan C API to improve the developers Vulkan experience without introducing CPU runtime cost. It adds features like type safety for enums and bitfields, STL container support, exceptions and simple enumerations.

    Find Out More

  • Ash provides a lightweight wrapper around Vulkan for Rust.

    Find Out More

  • Vortice.Vulkan is a .NET Standard 2.0 and .NET5 low-level binding for the Vulkan API.

    Find Out More

  • nvk is a low-abstraction, high-performance Vulkan API with interfaces for JavaScript and TypeScript.

    Find Out More

  • Slightly high level Haskell bindings to the Vulkan graphics API and the Vulkan Memory Allocator. These bindings present an interface to Vulkan which looks like more idiomatic Haskell and which is much less verbose than the C API.

    Find Out More

  • Vulkan 1.2 API integration and utilities for Racket providing a faithful replication of the raw Vulkan API with powerful code generators and all platform bindings exposed.

    Find Out More

  • LWJGL is a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL, Vulkan), audio (OpenAL) and parallel computing (OpenCL) applications. This access is direct and high-performance, yet also wrapped in a type-safe and user-friendly layer, appropriate for the Java ecosystem.

    Find Out More

Reducing Fragmentation

Vulkan Profiles

Vulkan Profiles provide a way to precisely communicate functionality requirements and device capabilities between participants in the Vulkan ecosystem to streamline the development and deployment of portable applications. The new mechanism enables the precise specification and management of sets of API capabilities including a core version plus a set of required extensions, supported limits, features, and formats.

Vulkan Profiles

Reducing Fragmentation

Vulkan Profiles

Vulkan Profiles provide a way to precisely communicate functionality requirements and device capabilities between participants in the Vulkan ecosystem to streamline the development and deployment of portable applications. The new mechanism enables the precise specification and management of sets of API capabilities including a core version plus a set of required extensions, supported limits, features, and formats.

  • With Vulkan 1.3 and the new public roadmap, we’re taking a significant step to reduce feature fragmentation

    Find Out More

  • LunarG has published a white paper that explains the new Vulkan Profiles Toolset Solution

    Find Out More

  • The Vulkan Profiles Toolset is a collection of components for Vulkan application developers to build portable Vulkan applications using Vulkan Profiles

    Find Out More

  • … the Android Baseline 2022 profile includes a collection of Vulkan extensions, features, formats and limits that are found on the vast majority of active Android devices.

    Find Out More

  • gpuinfo.org is the community-driven Vulkan hardware database, an online tool for developers to get details about GPU hardware capabilites (supports export to .JSON format for use with Vulkan Profiles)

    gpuinfo.org

This page provides links to both Vulkan 1.3 general release drivers, and developer beta drivers.

Vulkan 1.3 General Release Driver Downloads

Vulkan 1.3, including support for the Vulkan Ray Tracing extensions, is available for Windows and Linux in our general release drivers here:

Windows

  • Download for Windows 10/11

Linux

  • Download for Linux 64-bit

NVIDIA SHIELD TV

  • Vulkan 1.1 on Android

Vulkan Beta Driver Downloads

Windows driver version 537.59 and Linux driver version 535.43.11 contain newly released Vulkan features and bug fixes for Vulkan developers.

Windows 537.59

  • Download for Windows 10/11

Linux 535.43.11

  • Download for Linux 64-bit
  • open-gpu-kernel-modules

Vulkan Beta Driver Release Notes

The latest Vulkan 1.3 specification can be found here: https://www.khronos.org/registry/vulkan/

NVIDIA provides full Vulkan 1.3 support and functionality on NVIDIA GeForce and Quadro graphics card with one of the following Ada Lovelace, Ampere, Turing, Volta, Pascal and Maxwell (first and second generation) based GPUs:

    Ada Lovelace GPU Architecture

    • GeForce RTX desktop: GeForce RTX 4090, GeForce RTX 4080, GeForce RTX 4070 Ti, GeForce RTX 4070, GeForce RTX 4060 Ti, GeForce RTX 4060
    • GeForce RTX laptop: GeForce RTX 4090, GeForce RTX 4080, GeForce RTX 4070, GeForce RTX 4060, GeForce RTX 4050
    • NVIDIA RTX: NVIDIA RTX 6000 Ada Generation, NVIDIA RTX 5000 Ada Generation, NVIDIA RTX 4000 Ada Generation, NVIDIA RTX 4000 SFF Ada Generation

    Ampere GPU Architecture

    • GeForce RTX: GeForce RTX 3090, GeForce RTX 3080 Ti, GeForce RTX 3080, GeForce RTX 3070 Ti, GeForce RTX 3070, GeForce RTX 3060 Ti, GeForce RTX 3060
    • NVIDIA RTX: NVIDIA RTX A6000, NVIDIA RTX A5000, NVIDIA RTX A4000, NVIDIA RTX A2000

    Turing GPU Architecture

    GPUs starting with the Turing family expose several Vulkan extensions giving developers access to advanced features like ray tracing, mesh shaders, variable rate shading and texture-space shading.

    • TITAN: NVIDIA TITAN RTX
    • GeForce RTX: GeForce RTX 2080 Ti, GeForce RTX 2080 SUPER, GeForce RTX 2080, GeForce RTX 2070 SUPER, GeForce RTX 2070, GeForce RTX 2060 SUPER, GeForce RTX 2060
    • GeForce GTX: GeForce GTX 1660 Ti, GeForce GTX 1660 SUPER, GeForce GTX 1660, GeForce GTX 1650 SUPER, GeForce GTX 1650 Ti, GeForce GTX 1650, GeForce MX250, GeForce MX230
    • Quadro: Quadro RTX 8000, Quadro RTX 6000, Quadro RTX 5000, Quadro RTX 4000, Quadro RTX 3000, Quadro T2000, Quadro T1000

    Volta GPU Architecture

    • TITAN: NVIDIA TITAN V
    • Quadro: Quadro GV100

    Pascal GPU Architecture

    • TITAN: NVIDIA TITAN Xp, NVIDIA TITAN X (Pascal)
    • GeForce: GeForce GTX 1080 Ti, GeForce GTX 1080, GeForce GTX 1070 Ti, GeForce GTX 1070, GeForce GTX 1060, GeForce GTX 1050 Ti, GeForce GTX 1050, GeForce GT 1030, GeForce MX150,
    • Quadro: Quadro GP100, Quadro P6000, Quadro P5200, Quadro P5000, Quadro P4200, Quadro P4000, Quadro P3200, Quadro P3000, Quadro P2200, Quadro P2000, Quadro P1000, Quadro P620, Quadro P600, Quadro P520, Quadro P500, Quadro P400

    Maxwell 2 GPU Architecture

    • TITAN: GeForce GTX TITAN X
    • GeForce: GeForce GTX 980 Ti, GeForce GTX 980, GeForce GTX 980M, GeForce GTX 970, GeForce GTX 970M, GeForce GTX 965M, GeForce GTX 960, GeForce GTX 950,
    • Quadro: Quadro M6000 24GB, Quadro M6000, Quadro M5500, Quadro M5000, Quadro M5000M, Quadro M4000, Quadro M4000M, Quadro M3000M, Quadro M2200, Quadro M2000

    Maxwell 1 GPU Architecture

    • GeForce: GeForce GTX 960M, GeForce GTX 950M, GeForce 945M, GeForce 940MX, GeForce 930MX, GeForce 920MX, GeForce 940M, GeForce 930M, GeForce GTX 860M, GeForce GTX 850M, GeForce 845M, GeForce 840M, GeForce 830M, GeForce GTX 750 Ti, GeForce GTX 750, GeForce GTX 745, GeForce MX130
    • Quadro: Quadro M2000M, Quadro M1000M, Quadro M600M, Quadro M500M, Quadro M1200, Quadro M620, Quadro M520, Quadro K2200M, Quadro K620M

For any bugs or issues, please file a bug through the developer website: https://devtalk.nvidia.com/

Vulkan Beta Driver Release Updates

October 6th, 2023 — Windows 537.59, Linux 535.43.11

  • New:

    • VK_EXT_nested_command_buffer
    • VK_NV_extended_sparse_address_space [Linux]
  • Fixes:

    • Optimize the performance of the preprocessing stage in VK_NV_device_generated_commands_compute
    • Improve pipeline cache key stability with different device feature enables
    • Fixed intermittent Xid 109 CTX SWITCH TIMEOUT errors triggered by certain Vulkan games [Linux]

September 28th, 2023 — Windows 537.54, Linux 535.43.10

  • New:

    • VK_EXT_map_memory_placed [Linux]
  • Fixes:

    • Updates to provisional VK_NV_displacement_micromap implementation, now with glslang support
    • Fix driver crash with Starfield running under vkd3d related to VK_NV_device_generated_commands and VK_EXT_device_generated_commands_compute
    • Fix issue with vkCmdFillBuffer when the base address is not 16B aligned
    • Fix vkCmdCopyQueryPoolResult with VK_QUERY_TYPE_TIMESTAMP and the last entry in the query pool
    • Fix vkResetCommandPool issue when used on a command buffer in the recording state

September 2nd, 2023 — Windows 537.35, Linux 535.43.09

  • New:

    • VK_NV_descriptor_pool_overallocation
  • Fixes:

    • Bug fixes for VK_NV_device_generated_commands_compute
    • Correctly clear fragment shading rate attachments with LOAD_OP_CLEAR
    • Fix potential device lost with vkCmdBlitImage when fragment shading rate is used
    • Correctly restore pipeline static state if previously overwritten by dynamic state set calls and pipeline is rebound
    • Fix dual-source blending when output is written to an array variable
    • Fix VK_KHR_cooperative_matrix bug with variable pointer shared memory CTS tests

August 17th, 2023 — Windows 537.16, Linux 535.43.08

  • New:

    • VK_KHR_shared_presentable_image [Linux]
  • Fixes:

    • Fixed regression with some 64-bit integer math
    • Fixed mesh shader compilation crash when shared memory is referenced

July 28th, 2023 — Windows 532.34, Linux 525.47.35

  • New:

    • VK_KHR_maintenance5

July 24th, 2023 — Windows 532.32, Linux 525.47.34

  • New:

    • VK_EXT_host_image_copy
    • VK_NV_device_generated_commands_compute
  • Fixes:

    • Improve performance of vkCmdBeginRendering/vkCmdEndRendering

July 11th, 2023 — Windows 532.28, Linux 525.47.31

  • New:

    • VK_KHR_cooperative_matrix
    • VK_EXT_depth_bias_control
    • VK_EXT_dynamic_rendering_unused_attachments
    • VK_NV_displacement_micromap updated to version 2
    • Vulkan video updates:
      • VK_KHR_video_encode_queue version update 8->9
      • VK_EXT_video_encode_h264 version update 10->11
  • Fixes:

    • Fix for VK_DYNAMIC_STATE_RASTERIZATION_SAMPLES_EXT
    • Fix 64-bit shader disk cache issues

June 15th, 2023 — Windows 532.17, Linux 525.47.27

  • Fixes:

    • Fix reconvergence bug with conditional branch exiting switch statement
    • Fix missing OpRayQueryGetIntersectionTriangleVertexPositionsKHR support
    • Reduce the size of shader object binaries
    • Fix handling of 64-bit vs 32-bit shader disk cache
    • Fix issue with shader sampling and dynamic rasterization samples
    • Fixes for Vulkan video h.264 encode:
      • Regard the default values for idrPeriod and gopFrameCount when they are 0, per the specification
      • Make the rate-control parameter’s validation related to SPS and PPS more precise to better support the rate-control use cases per the latest Vulkan API language

May 19th, 2023 — Windows 532.04, Linux 525.47.26

  • Fixes:

    • Improve performance of position fetch for VK_KHR_ray_tracing_position_fetch
    • Fix possible memory corruption when running Vulkan API traces that make use of capture/replay BDAs and VK_EXT_memory_priority or VK_EXT_pageable_device_local_memory

May 16th, 2023 — Windows 531.98, Linux 525.47.24

  • New:

    • VK_EXT_attachment_feedback_loop_dynamic_state
    • VK_EXT_memory_priority [Linux]
    • VK_EXT_pageable_device_local_memory [Linux]
    • Support for 4GB+ pipeline caches
  • Fixes:

    • Correctly handle VkAccelerationStructureTrianglesOpacityMicromapEXT.micromap and VkAccelerationStructureTrianglesDisplacementMicromapNV.micromap NULL handles

April 27th, 2023 — Windows 531.83, Linux 525.47.22

  • New:

    • VK_KHR_ray_tracing_position_fetch
    • Support for VK_FORMAT_R8G8B8A8_UNORM presentation on Windows
    • Support for extendedDynamicState3ColorBlendAdvanced on older pre-Pascal GPUs
    • Support for Loader ICD interface version 7
  • Fixes:

    • Fixed a bug that caused Vulkan X11 swapchain creation to fail on GPUs without a display engine when the VK_KHR_present_id extension is used
    • Improve vkCreateRayTracingPipelines performance with a warm pipeline cache
    • Fix VK_ERROR_NATIVE_WINDOW_IN_USE_KHR reported when recreating a VkSwapchain on X11
    • Fix rare device lost issue when copying to or from a 1D D24S8 image
    • Fix issue that sometimes occurred when making sparse memory allocation changes on a transfer-only queue
    • Fix issue with bound shader state persisting between command buffers
    • Fix issue with out-of-date swapchain handling in vkWaitForPresentKHR
    • Vulkan video: Correctly handle VkVideoDecodeUsageInfoKHR in the VkVideoProfileKHR pNext chain
    • Vulkan video: Update VkVideoEncodeH265CapabilitiesEXT reported

March 31st, 2023 — Windows 531.54, Linux 525.47.18

  • New:

    • VK_EXT_shader_object

      • Khronos Blog
    • Provisional Vulkan video extension updates:

      • VK_KHR_video_encode_queue: 7 -> 8
      • VK_EXT_video_encode_h264: 9 -> 10
      • Note: these changes are not backwards compatible with the old revisions so applications using the old revisions will need to be updated to continue working
  • Fixes:

    • Vulkan video: Allow top and bottom field flags both being zero to mean progressive

March 22nd, 2023 — Windows 531.46, Linux 525.47.15

  • Fixes:

    • Update VK_NV_displacement_micromap to work better on pre-Ada RTX GPUs

March 21st, 2023 — Windows 531.44, Linux 525.47.14

  • New:

    • VK_KHR_map_memory2
    • VK_NV_displacement_micromap
      • NVIDIA Displacement Micro-Map Toolkit

March 11th, 2023 — Windows 531.32, Linux 525.47.13

  • Fixes:

    • Fixed Vulkan Video not working on NVIDIA Ada family of GPUs
    • Fixed the disk cache to handle UTF-8 paths
    • Improved robustness of vkCreatePipelineCache with invalid data
    • Fixed corruption that may occur when rendering with a previously resolved depth image
    • Fixed rare SPIR-V control flow bug that may result in infinite loop
    • Fixed the coherency order not being consistent between atomic loads and atomic stores

February 27th, 2023 — Windows 528.75, Linux 525.47.11

  • New:

    • VK_EXT_image_sliced_view_of_3d
  • Fixes:

    • Fixed issue with line stipple pattern when line stipple enable is dynamic
    • Vulkan Video fixes:
      • Fix an issue where the driver is incorrectly padded in-place the API provided bitstream buffer when the size of the buffer is smaller than 16 bytes
      • Fix an h.264 encoder bug with handling IDR pictures when the coded picture resolution changes
      • Fix an issue where in some session configuration cases an incorrect size is being reported for the required memory heap for the h.264 encoder session

February 3rd, 2023 — Windows 528.50, Linux 525.47.07

  • New:

    • VK_EXT_pipeline_library_group_handles
  • Vulkan Video driver experiments:

    • Internally synchronize the picture VkVideoSessionParametersKHR while during parameter updates with vkUpdateVideoSessionParametersKHR
    • Allow for Picture Parameters like StdVideoH264PictureParameterSet, StdVideoH264SequenceParameterSet, StdVideoH265SequenceParameterSet, StdVideoH265PictureParameterSet and StdVideoH265VideoParameterSet to be optionally passed within vkCmdBeginVideoCodingKHR() and/or vkCmdDecodeVideoKHR() within VkVideoSessionParametersUpdateInfoKHR as an inlined extension structure
  • Fixes:

    • Ignore VkPipelineColorBlendStateCreateInfo.pAttachments when all state is dynamic
    • Fix an issue with the video session picture parameters creation where the max PPS/SPS/VPS size is set to 1

January 23rd, 2023 — Windows 528.34, Linux 525.47.06

  • New:

    • Support for all remaining VK_EXT_extended_dynamic_state3 states:
      • VK_DYNAMIC_STATE_TESSELLATION_DOMAIN_ORIGIN_EXT
      • VK_DYNAMIC_STATE_CONSERVATIVE_RASTERIZATION_MODE_EXT
      • VK_DYNAMIC_STATE_EXTRA_PRIMITIVE_OVERESTIMATION_SIZE_EXT
      • VK_DYNAMIC_STATE_RASTERIZATION_STREAM_EXT
      • VK_DYNAMIC_STATE_DEPTH_CLIP_NEGATIVE_ONE_TO_ONE_EXT
      • VK_DYNAMIC_STATE_SAMPLE_LOCATIONS_ENABLE_EXT
      • VK_DYNAMIC_STATE_ALPHA_TO_COVERAGE_ENABLE_EXT
      • VK_DYNAMIC_STATE_ALPHA_TO_ONE_ENABLE_EXT
      • VK_DYNAMIC_STATE_SAMPLE_MASK_EXT
      • VK_DYNAMIC_STATE_VIEWPORT_W_SCALING_ENABLE_NV
      • VK_DYNAMIC_STATE_VIEWPORT_SWIZZLE_NV
      • VK_DYNAMIC_STATE_COVERAGE_TO_COLOR_ENABLE_NV
      • VK_DYNAMIC_STATE_COVERAGE_TO_COLOR_LOCATION_NV
      • VK_DYNAMIC_STATE_COVERAGE_REDUCTION_MODE_NV
      • VK_DYNAMIC_STATE_COVERAGE_MODULATION_MODE_NV
      • VK_DYNAMIC_STATE_COVERAGE_MODULATION_TABLE_ENABLE_NV
      • VK_DYNAMIC_STATE_COVERAGE_MODULATION_TABLE_NV
      • VK_DYNAMIC_STATE_REPRESENTATIVE_FRAGMENT_TEST_ENABLE_NV
      • VK_DYNAMIC_STATE_SHADING_RATE_IMAGE_ENABLE_NV
      • VK_DYNAMIC_STATE_RASTERIZATION_SAMPLES_EXT
  • Fixes:

    • Fixed the supported 444 format reporting based on the h.265 video profiles for Maxwell and Pascal GPUs
    • Allow the use of VkVideoEncodeUsageInfoKHR and VkVideoDecodeUsageInfoKHR to be chained to VkVideoProfileInfoKHR structure
    • Handle error with video surfaces incorrectly created without the proper video usage flags
    • Handle the conditions for requiring VkVideoEncodeH264RateControlInfoEXT per the Vulkan spec VUID-VkVideoCodingControlInfoKHR-flags-07021
    • Handle the use of SPS/PPS scaling_matrix_present_flags more appropriately

December 19th, 2022 — Windows 527.86, Linux 525.47.04

  • New:

    • Support for NVIDIA Ada Lovelace Architecture GPUs
    • Support for Vulkan Video 1.0

      • VK_KHR_video_queue
      • VK_KHR_video_decode_queue
      • VK_KHR_video_decode_h264
      • VK_KHR_video_decode_h265
    • VK_EXT_opacity_micromap
    • VK_NV_copy_memory_indirect
    • VK_NV_memory_decompression
    • VK_NV_optical_flow
    • VK_NV_ray_tracing_invocation_reorder
  • Fixes:

    • Fixed a bug where usage of VK_KHR_present_id could cause applications to crash with Xid 32 errors [Linux]

November 17th, 2022 — Windows 517.83, Linux 515.49.25

  • New:

    • VK_EXT_descriptor_buffer

October 25th, 2022 — Windows 517.69, Linux 515.49.24

  • Fixes:

    • Miscellaneous Vulkan video fixes

September 30th, 2022 — Windows 517.57, Linux 515.49.19

  • New:

    • VK_EXT_extended_dynamic_state3 support for the following dynamic states:

      • VK_DYNAMIC_STATE_DEPTH_CLAMP_ENABLE_EXT
      • VK_DYNAMIC_STATE_POLYGON_MODE_EXT
      • VK_DYNAMIC_STATE_LOGIC_OP_ENABLE_EXT
      • VK_DYNAMIC_STATE_COLOR_BLEND_ENABLE_EXT
      • VK_DYNAMIC_STATE_COLOR_BLEND_EQUATION_EXT
      • VK_DYNAMIC_STATE_COLOR_WRITE_MASK_EXT
      • VK_DYNAMIC_STATE_DEPTH_CLIP_ENABLE_EXT
      • VK_DYNAMIC_STATE_COLOR_BLEND_ADVANCED_EXT
      • VK_DYNAMIC_STATE_PROVOKING_VERTEX_MODE_EXT
      • VK_DYNAMIC_STATE_LINE_RASTERIZATION_MODE_EXT
      • VK_DYNAMIC_STATE_LINE_STIPPLE_ENABLE_EXT
    • Provisional Vulkan video extension updates:

      • VK_KHR_video_queue: 6 -> 7
      • Note: these changes are not backwards compatible with the old revisions so applications using the old revisions will need to be updated to continue working
  • Fixes:

    • Fixed regression with mesh shader queries
    • Updated OpEmitMeshTasksEXT to be interpreted as a terminator instruction

September 27th, 2022 — Windows 517.55, Linux 515.49.18

  • New:

    • VK_EXT_mutable_descriptor_type
    • VK_EXT_depth_clamp_zero_one
    • Provisional Vulkan video extension updates:

      • VK_KHR_video_queue: 4 -> 6
      • VK_KHR_video_decode_queue: 4 -> 6
      • VK_KHR_video_encode_queue: 5 -> 7
      • VK_EXT_video_decode_h264: 5 -> 7
      • VK_EXT_video_decode_h265: 3 -> 5
      • VK_EXT_video_encode_h264: 7 -> 9
      • Note: these changes are not backwards compatible with the old revisions so applications using the old revisions will need to be updated to continue working
  • Fixes:

    • Fixed possible multi-threaded pipeline creation stall when VK_PIPELINE_CREATE_FAIL_ON_PIPELINE_COMPILE_REQUIRED_BIT is used
    • Fixed support for image load/store/atomics with linear images

September 1st, 2022 — Windows 517.22, Linux 515.49.15

  • New:

    • VK_EXT_mesh_shader

August 23rd, 2022 — Windows 517.17, Linux 515.49.14

  • New:

    • VK_EXT_attachment_feedback_loop_layout
    • Added support for chaining VkShaderModuleCreateInfo when creating compute and ray tracing pipelines
  • Fixes:

    • Don’t read pipeline state when it’s not valid for the pipeline library stage
    • Fixed issue clearing 3D depth images where the end slice(s) weren’t cleared completely
    • Fixed an issue where Vulkan applications would crash when running under Wayland

July 20th, 2022 — Windows 516.89, Linux 515.49.10

  • New:

    • VK_EXT_pipeline_robustness
  • Fixes:

    • Restored old shader disk cache behavior to remain enabled even if the app uses its own pipeline cache
    • Fixed issue with optimized graphics pipeline library final link using the wrong shaders
    • Fixed issue with some fp16 shader operations

July 2nd, 2022 — Windows 516.63, Linux 515.49.06

  • New:

    • VK_EXT_shader_module_identifier
  • Fixes:

    • Fixed issue with image copy when one of the formats is a single-plane interleaved video format
    • Fixed issue with vkCmdResetEvent on compute queues
    • Fixed regression with tessellation mode set be the tessellation control shader
    • Fixed issue with underestimate conservative rasterization sometimes not working correctly

June 17th, 2022 — Windows 516.48, Linux 515.49.05

  • New:

    • VK_EXT_image_drm_format_modifier [Linux]
    • VK_EXT_non_seamless_cube_map
  • Fixes:

    • Fix the depth and stencil clear color for dynamic rendering
    • Fix possible corruption when the shading rate image is changed

May 24th, 2022 — Windows 473.64, Linux 470.62.30

  • New:

    • VK_KHR_fragment_shader_barycentric

May 10th, 2022 — Windows 473.60, Linux 470.62.29

  • New:

    • VK_KHR_ray_tracing_maintenance1

April 29th, 2022 — Windows 473.50, Linux 470.62.28

  • New:

    • VK_EXT_image_2d_view_of_3d
    • Updates for the latest Vulkan video extensions revisions:

      • VK_KHR_video_queue: 2 -> 3
      • VK_KHR_video_decode_queue: 2 -> 4
      • VK_KHR_video_encode_queue: 3 -> 5
      • VK_EXT_video_decode_h264: 3 -> 5
      • VK_EXT_video_decode_h265: 1 -> 3
      • VK_EXT_video_encode_h264: 3 -> 7
      • Note: these changes are not backwards compatible with the old revisions so applications using the old revisions will need to be updated to continue working
      • vk_video_samples has been updated to the new API
  • Fixes:

    • Fix Optimus layer vkEnumeratePhysicalDevices to not overwrite past the end of the application’s pPhysicalDevices array
    • Fix mesh shaders and VK_EXT_graphics_pipeline_library
    • Fix pipeline caching issue with VK_EXT_graphics_pipeline_library and VkPipelineShaderStageModuleIdentifierCreateInfoEXT
    • Fix driver crash when starting a render pass with a VK_IMAGE_CREATE_SAMPLE_LOCATIONS_COMPATIBLE_DEPTH_BIT_EXT depth attachment without VK_STRUCTURE_TYPE_RENDER_PASS_SAMPLE_LOCATIONS_BEGIN_INFO_EXT info
    • Fix linear render targets when they are very small
    • Fix bug with vkCmdSetCullMode not applying when VK_DYNAMIC_STATE_PRIMITIVE_TOPOLOGY is used

March 29th, 2022 — Windows 473.33, Linux 470.62.26

  • New:

    • VK_EXT_graphics_pipeline_library
    • VK_EXT_primitives_generated_query

January 25th, 2022 — Windows 473.11, Linux 470.62.22

  • New:

    • Fully conformant Vulkan 1.3 implementation
      • Includes full support for Roadmap 2022
    • VK_KHR_global_priority

January 20th, 2022 — Windows 473.07, Linux 470.62.20

  • New:

    • VK_NV_linear_color_attachment
    • Support revision 1.2.203 of the Vulkan API headers, which has some minor changes to the Vulkan Video API
  • Fixes:

    • Fixed vertexStrideDynamic with VK_NV_device_generated_commands (for real this time)
    • Fixed a compiler bug where an optimization pass could generate invalid accesses

December 7th, 2021 — Windows 472.85, Linux 470.62.16

  • Fixes:

    • Fixed Vulkan Video encode bitstream size and RESULT_WITH_STATUS_BIT_KHR query reporting
    • Fixed VK_IMAGE_CREATE_EXTENDED_USAGE_BIT with vkGetPhysicalDeviceImageFormatProperties
    • Fixed vertexStrideDynamic with VK_NV_device_generated_commands

November 24th, 2021 — Windows 472.77, Linux 470.62.13

  • New:

    • VK_EXT_depth_clip_control
  • Fixes:

    • Fixed some unset VkVideoDecodeH264CapabilitiesEXT query fields
    • Fixed VK_TIME_DOMAIN_DEVICE_EXT query on SLI platforms

November 17th, 2021 — Windows 472.69, Linux 470.62.12

  • New:

    • VK_EXT_border_color_swizzle
    • VK_EXT_image_view_min_lod
    • Vulkan Video APIs updated to 1.2.199

      • Updated Vulkan Video Capabilities according to the new Video spec
  • Fixes:

    • Fix for 64-bit atomics not working under some conditions
    • Handle VkRenderingFragmentShadingRateAttachmentInfoKHR.imageView with a VK_NULL_HANDLE correctly

November 2nd, 2021 — Windows 472.55, Linux 470.62.07

  • New:

    • VK_KHR_dynamic_rendering
    • Added support for bufferDeviceAddressCaptureReplay [Linux]
  • Fixes:

    • Fixed a regression which prevented DisplayPort and HDMI 2.1 variable refresh rate (VRR) G-SYNC Compatible monitors from functioning correctly in variable refresh rate mode, resulting in issues such as flickering [Linux]
    • Optimized the Vulkan fullscreen presentation path for X11 and direct-to-display swapchains [Linux]
    • Fixed a compiler bug with Ray Tracing shaders which could cause shader execution timeouts, resulting in device loss
    • Treat video encode VUI parameters as optional to avoid driver crash when they are omitted, which is valid usage

October 6th, 2021 — Windows 472.33, Linux 470.62.05

  • New:

    • VK_KHR_format_feature_flags2
    • VK_KHR_maintenance4
    • Vulkan video updates:

      • Update the VK_KHR_video_queue implementation to properly support VK_QUERY_TYPE_RESULT_STATUS_ONLY video queries
      • Improve the support for VK_KHR_video_decode_queue out-of-order parallel command buffer recording for the video decode operations
  • Fixes:

    • Fixed issue with vkCmdBindDescriptorSets and unreferenced dynamic UBO/SSBO descriptors
    • Fixed issue with FragCoord and Centroid qualifier
    • Fixed an issue where unreferenced descriptor bindings were sometimes not ignored properly
    • Fixed a bug where VK_NVX_binary_import was advertised as supported on unsupported platforms which caused calls to vkCreateDevice to fail if applications attempted to enable VK_NVX_binary_import on such platforms

September 7th, 2021 — Windows 472.02, Linux 470.62.02

  • New:

    • VK_KHR_shader_integer_dot_product
    • VK_EXT_direct_mode_display [Windows]
    • VK_EXT_load_store_op_none
    • VK_EXT_pageable_device_local_memory [Windows]
    • VK_EXT_primitive_topology_list_restart
  • Fixes:

    • Fixed issue with vertex shader interpolation qualifiers of unused input attributes
    • Fixed issue with host-visible device local memory and capture/replay
    • Fixed issue accessing individual components of barycentric inputs

August 6th, 2021 — Windows 471.69, Linux 470.56.05

  • New:

    • VK_KHR_present_id
    • VK_KHR_present_wait
    • VK_KHR_shader_subgroup_uniform_control_flow
    • VK_EXT_global_priority_query
    • VK_EXT_multi_draw
    • VK_EXT_physical_device_drm [Linux]
    • VK_EXT_queue_family_foreign
    • VK_NV_ray_tracing_motion_blur

May 13th, 2021 — Windows 458.36, Linux 455.50.19

  • New:

    • VK_EXT_provoking_vertex
  • Fixes:

    • Added support for Vulkan provisional video session picture parameters objects

April 19th, 2021 — Windows 458.20, Linux 455.50.14

  • New:

    • VK_EXT_extended_dynamic_state2

April 13th, 2021 — Windows 458.17, Linux 455.50.12

  • New:

    • Provisional Vulkan Video extensions:

      • An introduction to Vulkan Video
      • Vulkan Video sample
      • VK_KHR_video_queue
      • VK_KHR_video_decode_queue
      • VK_KHR_video_encode_queue
      • VK_EXT_video_decode_h264
      • VK_EXT_video_decode_h265
      • VK_EXT_video_encode_h264
      • VK_NV_video_queue
    • VK_EXT_color_write_enable
    • VK_EXT_vertex_input_dynamic_state
    • VK_EXT_ycbcr_2plane_444_formats
    • VK_NV_inherited_viewport_scissor

March 4th, 2021 — Windows 458.06, Linux 455.50.10

  • Fixes:

    • Fixed an issue with vkCmdSetViewport when firstViewport is non-zero
    • Fixed a memory fault when using some smaller dimensions of sparse images
    • Fixed an issue where vkCreate{Graphics,Compute}Pipeline would sometimes crash when the shaders contained resources with no set/binding
    • Fixed corruption that sometimes occured with shadow rendering with image arrays
    • Fixed a bug with the host-visible device-local memory heap, where if an allocation failed due to space constraints, it could cause the application to crash on future Vulkan function calls
    • Fixed a potential crash when clearing images with multiple layers
    • Fixed a bug where using ray tracing extensions on multi-GPU setups could result in application instability if the GPUs did not match [Linux]
    • Fixed a bug where vkCreateSwapchain could cause the X Server to crash when an invalid imageFormat was provided [Linux]

February 15th, 2021 — Windows 457.96, Linux 455.50.07

  • New:

    • VK_KHR_synchronization2
  • Fixes:

    • Fixed handling of VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT for variable size descriptor bindings
    • Fixed the present tearing that occured in some situations [Windows]

February 2nd, 2021 — Windows 457.91, Linux 455.50.05

  • Fixes:

    • Fixed bug with indexed ray payloads
    • Fixed a bug where calls to vkCreateDevice could fail on Ampere GPUs when ray tracing extensions were enabled and the application was running within the Steam Linux Runtime [Linux]

January 27th, 2021 — Windows 457.88, Linux 455.50.04

  • Fixes:

    • Fixed a bug in a stencil-buffer optimization that could occasionally result in VK_ERROR_DEVICE_LOST

January 25th, 2021 — Windows 457.84, Linux 455.50.03

  • New:

    • VK_KHR_workgroup_memory_explicit_layout
    • VK_KHR_zero_initialize_workgroup_memory

January 19th, 2021 — Windows 457.83, Linux 455.50.02

  • New:

    • Support for linear images in host-visible video memory
  • Fixes:

    • Fixed a crash Vulkan swapchain initialization on older versions of Windows 10 [Windows]
    • Fixed VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT semaphore export support [Windows]
    • Fixed an issue with OpenGL where imported Vulkan buffers would fail with GL_OUT_OF_MEMORY when marked as resident [Linux]

December 16th, 2020 — Windows 457.67, Linux 455.46.04

  • New:

    • VK_NV_acquire_winrt_display [Windows]
  • Fixes:

    • Fixed a crash from vkCreateGraphicsPipelines when certain blend operations were used with scalar outputs from the fragment shader
    • Fixed the X driver’s composition pipeline (used, e.g., for X desktop rotation, «ForceCompositionPipeline», and some OpenGL Swap Group configurations) to correctly preserve color precision in depth 30 [Linux]

November 23rd, 2020 — Windows 457.44, Linux 455.46.02

  • New:

    • The official release of Khronos Vulkan Ray Tracing for Pascal 6GB GPUs and above:

      • VK_KHR_acceleration_structure
      • VK_KHR_ray_tracing_pipeline
      • VK_KHR_ray_query [RTX GPUs]
      • VK_KHR_pipeline_library
      • VK_KHR_deferred_host_operations
      • SPV_KHR_ray_tracing
      • SPV_KHR_ray_query [RTX GPUs]
      • GLSL_EXT_ray_tracing
      • GLSL_EXT_ray_query [RTX GPUs]
      • GLSL_EXT_ray_flags_primitive_culling
      • For Vulkan Ray Tracing samples and tutorials see https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR

November 11th, 2020 — Windows 457.33, Linux 455.46.01

  • New:

    • VK_NV_fragment_shading_rate_enums
  • Fixes:

    • Perform fragment depth value clamping to [0,1] when the application doesn’t enable VK_EXT_depth_range_unrestricted

November 2nd, 2020 — Windows 457.17, Linux 455.34.01

  • New:

    • NVIDIA GeForce RTX 3070 support
  • Fixes:

    • Fixed an issue with VK_ACCESS_MEMORY_{READ,WRITE}_BITs when used as part of a render pass
    • Fixed an issue where Vulkan applications would fail to initialize if the connected X11 Server did not expose support for GLX [Linux]

October 20th, 2020 — Windows 457.00, Linux 455.26.02

  • New:

    • VK_KHR_fragment_shading_rate
    • VK_KHR_shader_terminate_invocation

October 9th, 2020 — Windows 456.80, Linux 455.26.01

  • Fixes:

    • Reduce host memory consumption for descriptor memory when VkDescriptorSetVariableDescriptorCountAllocateInfo is used
    • Handle SPIR-V 1.4 non-Input/Ouput entry point variables correctly
    • Fixed a blending optimization that sometimes produced an incorrect result
    • Fixed SPIR-V intersection shader compilation issue when multi entry point ray tracing modules are used

September 29th, 2020 — Windows 456.62, Linux 455.22.04

  • New:

    • Rebased to r455 driver branch, which adds Ampere GPU family support
    • VK_EXT_global_priority support for Windows 10 with hardware scheduling enabled

      • Application needs to have the SeIncreaseBasePriorityPrivilege enabled to get higher priorities
    • VK_EXT_shader_image_atomic_int64
    • VK_KHR_copy_commands2
    • Allow importing external host memory as cached
  • Fixes:

    • Fixed a bug in a barrier optimization that allowed some back-to-back copies to run unordered

September 9th, 2020 — Windows 452.28, Linux 450.56.11

  • Fixes:

    • Fixed a bug in a SPIR-V optimization that may cause conditional blocks to not execute
    • Fixed a bug where calls to vkGetRandROutputDisplayEXT with unexpected inputs would generate X11 protocol errors [Linux]

August 7th, 2020 — Windows 451.98, Linux 450.56.06

  • New:

    • VK_EXT_4444_formats

July 20th, 2020 — Windows 451.79, Linux 450.56.02

  • New:

    • VK_EXT_image_robustness
    • VK_EXT_shader_atomic_float
  • Fixes:

    • Fixed flipping behavior of X11 swapchains that have more than 2 images [Linux]

July 9th, 2020 — Windows 451.74, Linux 450.56.01

  • New:

    • Rebased beta driver to r450 driver release branch
    • Added support for the VkPhysicalDeviceRayTracingFeaturesKHR.rayTracingIndirectTraceRays ray tracing feature
    • VK_NV_device_diagnostics_config
  • Fixes:

    • Make the pSizes parameters of vkCmdBindVertexBuffers2EXT be relative to the pBuffers+pOffsets
    • Fixed potential crash in the first vkQueuePresentKHR() call after creating a new VkSwapchainKHR with a non-NULL oldSwapchain
    • Fixed potential crash in vkCmdBeginRenderPass() when using VK_EXT_sample_locations

June 23rd, 2020 — Windows 443.41, Linux 440.66.17

  • New:

    • VK_EXT_extended_dynamic_state
    • VK_EXT_external_memory_host [Linux]
  • Fixes:

    • Improved performance of vkCmdMultiDraw*IndirectCount on Pascal and earlier GPUs

May 26th, 2020 — Windows 443.24, Linux 440.66.15

  • Fixes:

    • Fixed 16-bit SMin/SMax
    • CPU performance improvements for VkFence creation and usage [Linux]
    • Fixed a bug where vkUpdateDescriptorSetWithTemplate would ignore the stride parameter for some VkDescriptorType values
    • Fixed an issue with the Optimus layer selecting the iGPU when there was an application profile with Auto-select as the preferred graphics processor [Windows]
    • Fixed layout of compute shader shared memory that may have resulted in a compiler crash
    • Fixed a bug where vkCreateSampler would fail with no borderColor data, even though it wasn’t needed
    • Fixed a compiler issue processing image operation with extra unused coordinate operand components
    • Fixed writing to dynamically indexed vec2 and vec3 fragment color outputs

May 11th, 2020 — Windows 443.15, Linux 440.66.14

  • New:

    • Added support for the VkPhysicalDeviceRayTracingFeaturesKHR.rayTracingPrimitiveCulling ray tracing feature
  • Fixes:

    • Fixed the returned pCheckpointDataCount value for vkGetQueueCheckpointDataNV when there are less than the requested values
    • Process the VkTimelineSemaphoreSubmitInfo structure correctly for vkQueueBindSparse
    • Fixed vec3 immediate indexing in ray tracing shaders

May the 4th, 2020 — Windows 443.09, Linux 440.66.12

  • New:

    • VK_EXT_custom_border_color
    • VK_EXT_private_data
    • VK_EXT_robustness2
  • Fixes:

    • Fixed a visual glitch with Vulkan applications when falling out of flipping on certain desktops such as GNOME [Linux]

April 24th, 2020 — Linux 440.66.11

  • Fixes:

    • Fixed several synchronization bugs that could momentarily lock up the X server when moving/resizing/focusing OpenGL and Vulkan windows when PRIME Sync is enabled [Linux]
    • Fixed a bug which caused horizontal lines to corrupt full screen Vulkan applications [Linux]

April 18th, 2020 — Windows 442.98, Linux 440.66.09

  • New:

    • Added support for more acceleration structure vertex formats
  • Fixes:

    • Fixed some VkPhysicalDeviceRayTracingFeaturesKHR to be advertised correctly for the current GPU
    • Fixed potential crash when pipeline pInputAssemblyState is NULL for mesh shaders
    • Fixed memory alignment and type for ray tracing scratch memory
    • Fixed some issues with ray tracing queries
    • Fixed an issue with ray tracing pipeline creating with pipeline libraries
    • Fixed some window state transitions when using HDR [Windows]

April 2nd, 2020 — Windows 442.88, Linux 440.66.08

  • New:

    • Added beta support for Ray Queries

      • VkPhysicalDeviceRayTracingFeaturesKHR.rayQuery is now VK_TRUE
      • SPIR-V: SPV_KHR_ray_query
      • GLSL: GLSL_EXT_ray_query
  • Fixes:

    • Improve performance of large host-visible VkDeviceMemory allocations
    • Fixed YCbCr copy of multi-plane images

April 1st, 2020 — Windows 442.86, Linux 440.66.07

  • New:

    • Multi thread-capable deferred ray tracing pipeline creation
    • Allow presenting from queue families which only expose VK_QUEUE_COMPUTE_BIT when using XCB in addition to Xlib surfaces [Linux]
  • Fixes:

    • Added a workaround for Linux Steam Play title DOOM Eternal, which overrides application requested memory locations, to ensure performance-critical resources be placed in video memory [Linux]
    • Correctly cap the drawCount for vkCmdDrawIndirectCount and vkCmdDrawIndexedIndirectCount on Turing GPUs
    • Fixed descriptor indexing with large arrays and large blocks

March 24th, 2020 — Windows 442.81, Linux 440.66.04

  • Fixes:

    • Fixed handling of offsets in VkAccelerationStructureBuildOffsetInfoKHR
    • Fixed a bug which could cause DXVK applications to crash when running on Optimus laptops [Windows]

March 19th, 2020 — Windows 442.77, Linux 440.66.03

  • Fixed:

    • Fix for geometry flags in VK_KHR_ray_tracing

March 17th, 2020 — Windows 442.75, Linux 440.66.02

  • New:

    • Multi-vendor Vulkan ray tracing

      • VK_KHR_ray_tracing
      • VK_KHR_deferred_host_operations
      • VK_KHR_pipeline_library
      • For details see the Ray Tracing in Vulkan blog post
    • VK_EXT_pipeline_creation_cache_control
    • VK_NV_device_generated_commands

      • For details see the new device generated command technical blog
      • Replaces the now deprecated VK_NVX_device_generated_commands
    • Added support for a new device-local VkMemoryType which is host-coherent and host-visible
  • Fixes:

    • Fixes for HDR presentation on Windows

February 19th, 2020 — Linux 440.58.02

  • Fixed:

    • Fixed a regression which added syntax errors into the default application profiles configuration file [Linux]

February 15th, 2020 — Windows 442.36, Linux 440.58.01

  • New:

    • VK_KHR_shader_non_semantic_info
    • VK_EXT_tooling_info
  • Fixed:

    • Fixed a regression which caused some Vulkan titles to crash on swapchain
      recreation. This was known to affect the following Vulkan titles [Linux]:

      • F1 2017
      • Rise of the Tomb Raider
      • DiRT 4
    • Fixed a visual glitch of Vulkan applications when falling out of flipping (such as when doing alt-tab) [Linux]

      • We are still investigating a glitch that reproduces with the GNOME desktop

January 15th, 2020 — Windows 441.99, Linux 440.48.02

  • New:

    • Vulkan 1.2 passing vulkan-cts-1.2.1.0 conformance

      • Full Vulkan 1.2 support including timeline semaphores, descriptor indexing, buffer device address and SPIR-V 1.5
    • Add PRIME Synchronization support for Linux kernel 5.4 and newer

January 8th, 2020 — Windows 441.97, Linux 440.43.02

  • Fixes:

    • Fixed a bug that caused DXVK titles to endlessly loop during shader compilation if no OpSource instruction was present
    • Fixed a build failure «fatal error: drm/drmP.h: No such file or directory» when building for Linux 5.5 release candidates
    • Other minor fixes

December 11th, 2019 — Windows 441.71, Linux 440.43.01

  • New:

    • Rebased Vulkan beta driver to r440 release branch
  • Fixes:

    • Fix rendering to 3D depth/stencil image slices
    • Improvements to Vulkan driver startup time
    • Fixed various resource leaks

November 25th, 2019 — Windows 436.65, Linux 435.27.08

  • New:

    • VK_KHR_buffer_device_address

November 14th, 2019 — Linux 435.27.07

  • Fixes:

    • Fixed a bug that caused graphical corruption, reducing visibility in caves, in Steam Play title Assassin’s Creed: Odyssey
    • Fixed a bug that caused applications running directly on a display (such as VR HMDs) to tear when a G-SYNC or G-SYNC Compatible monitor is plugged in the system

November 13th, 2019 — Windows 436.64, Linux 435.27.06

  • Fixes:

    • Fixed memory leak after destroying ray tracing pipeline
    • Improved responsiveness of X11 driver when ‘NVIDIA: Wait for channel idle timed out’ messages occur
    • Improved Windows fullscreen exclusive support for non-primary monitors
    • Improved Windows G-Sync support for borderless windows
    • Further improvements when system is under low-memory stress on Windows

November 4th, 2019 — Windows 436.61, Linux 435.27.03

  • New:

    • VK_KHR_separate_depth_stencil_layouts
  • Fixes:

    • Improved behavior in low-memory situations
    • Fixed graphical corruption in Vulkan game F12017
    • Various minor performance improvements
    • Improved Vulkan HDR support for multi-device configurations

October 25th, 2019 — Windows 436.59, Linux 435.27.02

  • New:

    • Added HDR10 passthrough presentation format and color space for Windows 10 RS2+

      • VkFormat — VK_FORMAT_A2B10G10R10_UNORM_PACK32
      • VkColorSpaceKHR — VK_COLOR_SPACE_HDR10_ST2084_EXT
    • Added support for the __GL_SYNC_DISPLAY_DEVICE environment variable for Linux Vulkan applications
  • Fixes:

    • Improved bounds checking and stability for some content
    • Improved unused memory reclamation when running low on system memory for Linux
    • General performance improvements

October 13th, 2019 — Windows 436.56, Linux 435.27.01

  • New:

    • VK_KHR_spirv_1_4
  • Fixes:

    • Fix tearing with mailbox present mode on Windows 10 laptops and SLI platforms

October 7th, 2019 — Windows 436.52, Linux 435.27.00

  • New:

    • VK_KHR_shader_clock
    • VK_KHR_timeline_semaphore

September 18th, 2019 — Windows 436.39, Linux 435.24.02

  • New:

    • VK_KHR_shader_subgroup_extended_types
  • Fixes:

    • Fixed a regression introduced in 435.19.02 that would cause some applications which use the VK_KHR_display extension to segmentation fault

September 6th, 2019 — Linux 435.19.03

  • Fixes:

    • Fixed a bug which caused corruption in the following DXVK titles:

      • Saints Row IV
      • Saints Row: The Third
    • Fall back to system memory when video memory is full for some driver-internal allocations.

      • This can help fix Xid 13 and Xid 31 cases when video memory is full.

August 29th, 2019 — Windows 436.20, Linux 435.19.02

  • New:

    • Rebased Vulkan beta driver features to the latest 436.15 (Windows) and 435.17 (Linux) general release drivers
    • 8-bit integer support added to VK_NV_cooperative_matrix

      • See here for more info
  • Fixes:

    • General performance imporvements from 436.15 and 435.17

August 12th, 2019 — Windows 426.06, Linux 418.52.20

  • New:

    • VK_KHR_pipeline_executable_properties
  • Fixes:

    • Improved reporting of Xid errors to include the process ID (PID) of the process responsible for the error

July 29th, 2019 — Windows 426.02, Linux 418.52.18

  • New:

    • VK_EXT_index_type_uint8
    • VK_EXT_line_rasterization
    • VK_EXT_subgroup_size_control

July 17th, 2019 — Linux 418.52.17

  • Fixes:

    • Fixed a bug that could cause heapUsage values reported by VK_EXT_memory_budget to not immediately update after vkFreeMemory was called

July 8th, 2019 — Windows 425.94, Linux 418.52.16

  • New:

    • VK_KHR_imageless_framebuffer
  • Fixes:

    • Improved compatibility with recent Linux kernel release candidates

July 1st, 2019 — Windows 425.89, Linux 418.52.14

  • New:

    • VK_EXT_calibrated_timestamps (Linux)
    • VK_EXT_full_screen_exclusive
    • VK_EXT_shader_demote_to_helper_invocation
    • VK_EXT_texel_buffer_alignment
  • Fixes:

    • Improved compatibility with recently released Linux kernels

June 1st, 2019 — Windows 425.62, Linux 418.52.10

  • New:

    • VK_EXT_fragment_shader_interlock
    • VK_EXT_calibrated_timestamps (Windows)
    • VK_NV_shader_sm_builtins
  • Fixes:

    • Fixes crash when changing presentMode between swapchains

May 22nd, 2019 — Windows 425.58, Linux 418.52.07

  • New:

    • VK_KHR_uniform_buffer_standard_layout
    • VK_EXT_separate_stencil_usage

April 19th, 2019 — Windows 425.42, Linux 418.52.05

  • New:

    • VK_PRESENT_MODE_IMMEDIATE_KHR present mode is now available for Windows
    • VK_NV_ray_tracing is now available on the following non-RTX GPUs:

      • Pascal: TITAN Xp, TITAN X, GeForce GTX 1080 Ti, GeForce GTX 1080, GeForce GTX 1070 Ti, GeForce GTX 1070, GeForce GTX 1060 6GB
      • Volta: TITAN V
      • Turing: GeForce GTX 1660 Ti, GeForce GTX 1660
    • VK_NV_coverage_reduction_mode

      • Extension specification will be available soon.
  • Fixes:

    • Fix bug in vkCmdCopyImage with compressed images and some non-zero mipmap level dimensions
    • Fix bug with OpPhi and relaxed precision
    • Some minor performance improvements

April 10th, 2019 — Windows 425.30, Linux 418.52.03

  • New:

    • VK_EXT_pipeline_creation_feedback
    • VK_KHR_surface_protected_capabilities
  • Fixes:

    • Performance improvement for some content on Windows laptops
    • Fix rare startup instability on Windows

March 16th, 2019 — Windows 419.62, Linux 418.49.04

  • New:

    • VK_EXT_host_query_reset
    • VK_EXT_ycbcr_image_arrays

March 1st, 2019 — Windows 419.34, Linux 418.42.02

  • Fixes:

    • Fixes intermittent crash on startup with some content on Windows
    • Fixed a bug which could cause the compiler to crash in some Vulkan games

February 19th, 2019 — Windows 419.09, Linux 418.31.03

  • New Extensions:

    • VK_NV_cooperative_matrix
    • VK_EXT_depth_clip_enable
  • Fixes:

    • Hitman 2 visual corruption on Linux when running with dxvk translation
    • Total War Warhammer II crash or hang when using Alt-Tab on Linux

January 6th, 2019 — Windows 417.63, Linux 415.22.05

  • New Extensions:

    • VK_KHR_depth_stencil_resolve
    • VK_EXT_buffer_device_address
    • VK_EXT_memory_budget
    • VK_EXT_memory_priority (Windows only)
    • VK_EXT_pci_bus_info
  • Improvements:

    • Better pipeline creation performance when there is a cache hit

December 14th, 2018 — Windows 417.42, Linux 415.22.01

  • Improvements:

    • Expose two transfer queues on Pascal and above
    • Increase maximum point size to 2047
    • Increate maximum line width to 64
  • Fixes:

    • Fixed issue with vkCmdDrawIndirectCountKHR and vkCmdDrawIndexedIndirectCountKHR and very large counts.
    • Fixed issue with Sascha Willems «pushconstants» example.

December 2nd, 2018 — Windows 417.23, Linux 415.18.04

  • New Extensions:

    • VK_KHR_shader_float16_int8
    • VK_KHR_shader_float_controls
  • Fixes:

    • Fixes regression with Unity games on Linux

November 28th, 2018 — Windows 417.17, Linux 415.18.02

  • Turing support
  • New Extensions:

    • VK_KHR_swapchain_mutable_format
    • VK_EXT_scalar_block_layout
  • Fixes:

    • VK_EXT_transform_feedback bug fixes

October 14th, 2018 — Windows 399.41, Linux 396.54.09

  • New Extensions:

    • VK_EXT_external_memory_host (Windows only)
    • VK_EXT_transform_feedback

September 19th, 2018 — Windows 399.32, Linux 396.54.06

  • New Extensions:

    • VK_KHR_driver_properties
    • VK_KHR_shader_atomic_int64
  • Bug fixes:

    • Corruption workaround for DX content running on Vulkan

September 10th, 2018 — Windows 399.28, Linux 396.54.05

  • New Extensions:

    • VK_KHR_vulkan_memory_model
    • VK_EXT_inline_uniform_block

August 31st, 2018 — Windows 399.17, Linux 396.54.02

  • New Extensions:

    • VK_EXT_swapchain_colorspace (Windows only)
    • VK_EXT_hdr_metadata (Windows only)
  • Bug fixes:

    • VK_EXT_vertex_attribute_divisor has been updated to version 3
    • Entry point queries for VK_EXT_conditional_rendering have been fixed
    • Missing primitives with some DXVK content has been fixed

August 7th, 2018 — Windows 398.91, Linux 396.51.02

  • New Extensions:

    • VK_NV_device_diagnostic_checkpoints
  • Bug fixes:

    • Fix hang that sometimes occurs after a clear in multisample rendering
    • Fix hang that sometimes occurs when doing a modeswitch while fullscreen
    • Other minor driver and SPIR-V compiler bug fixes

July 12th, 2018 — Windows 398.58, Linux 396.24.10

  • New Extensions:

    • VK_KHR_8bit_storage
    • VK_KHR_create_renderpass2
    • VK_EXT_conditional_rendering
  • Bug fixes:

    • Fixed an intermittent hang of Vulkan applications running fullscreen when flipping is allowed on Linux
    • Various other driver and compiler fixes

May 24th, 2018 — Windows 397.96, Linux 396.24.02

  • Increased maxBoundDescriptorSets limit from 8 to 32
  • New Extensions:

    • VK_KHR_draw_indirect_count
    • VK_EXT_global_priority (Linux only)
    • VK_KHR_get_display_properties2 (Linux only)
  • Bug fixes:

    • Improved stability with Wine on Linux
    • Improve stability of Vulkan on pre-Pascal GPUs
    • Emulate DX shader behavior when necessary
    • Bounds-checking for SSBO variable pointer loads

May 11th, 2018 — Windows 397.76, Linux 396.18.11

  • Pick up the latest fixes from general release driver 397.64

May 7th, 2018 — Linux 396.18.08

  • Fix for the Alt-Tab freeze with DXVK

May 3rd, 2018 — Windows 397.54, Linux 396.18.07

  • Shader compiler bug fixes

April 25th, 2018 — Windows 397.40, Linux 396.18.05

  • Windows driver feature parity with Linux 396.18.02
  • Bug fixes

April 17th, 2018 — Linux 396.18.02

  • New Extensions
    • VK_EXT_descriptor_indexing
  • Increased several resource limits, notably:

    • maxPerStageDescriptorUniformBuffers: 12 -> 15
    • maxPerStageDescriptorSamplers: 4,000 -> 1,048,576
    • maxPerStageDescriptorSampledImages: 16,384 -> 1,048,576
    • maxPerStageDescriptorStorageBuffers: 4,096 -> 1,048,576
    • And many others
  • Shader performance improvements

March 30th, 2018 — Windows 389.20, Linux 387.42.06

  • New Extensions
    • VK_EXT_vertex_attribute_divisor
    • VK_NV_shader_subgroup_partitioned

March 7th, 2018 — Windows 389.10, Linux 387.42.05

  • Full support for Vulkan 1.1
  • New Extensions
    • VK_KHR_device_group_creation
    • VK_KHR_device_group
    • VK_KHR_maintenance3
    • VK_KHR_multiview
  • Updated loader to VulkanRT-1.1.70

January 5th, 2018 — Windows 388.84, Linux 387.42.01

  • VK_EXT_conservative_rasterization

September 28th, 2017 — Windows 383.18, Linux 381.26.20

  • Full-screen flipping for Linux

    • Improved performance of fullscreen Vulkan applications using X11 swapchains. This optimization will cause more events that trigger an out-of-date swapchain, such as when entering or leaving fullscreen mode. This is commonly encountered when using the alt-tab key combination, for example. Applications that do not properly respond to the VK_ERROR_OUT_OF_DATE_KHR return code may not function properly when these events occur. See section 30.8 of the Vulkan specification.
    • Known issue with Quadro and non-composited desktops under some situations. Possible workarounds:

      • Disable flipping in nvidia-settings (uncheck «Allow Flipping» in the «OpenGL Settings» panel)
      • Disable UBB (run ‘nvidia-xconfig —no-ubb’)
      • Use a composited desktop
  • Bug fixes

    • NVX_multiview_per_view_attributes and geometry passthrough shaders
    • Fix subpass dstSubpass=VK_SUBPASS_EXTERNAL handling
    • Fix vkRegisterObjectsNVX and VK_EXT_sample_
    • Fix handling of SPIR-V SSBO layout qualifiers on members
    • Fix atomic operations on some 64-bit types

September 15th, 2017 — Windows 383.12, Linux 381.26.17

  • New Extensions

    • VK_KHR_maintenance2
    • VK_KHR_bind_memory2
    • VK_KHR_image_format_list
    • VK_KHR_sampler_ycbcr_conversion
    • VK_EXT_sample_locations
  • Removed KHX extensions

    • VK_KHX_external_memory_capabilities
    • VK_KHX_external_memory
    • VK_KHX_external_memory_fd
    • VK_KHX_external_memory_win32
    • VK_KHX_external_semaphore_capabilities
    • VK_KHX_external_semaphore
    • VK_KHX_external_semaphore_fd
    • VK_KHX_external_semaphore_win32
    • VK_KHX_win32_keyed_mutex
  • Updated Vulkan loader to 1.0.61.0
  • Minor bug fixes

August 16th, 2017 — Windows 382.96, Linux 381.26.13

  • New Extensions

    • VK_EXT_shader_viewport_index_layer
  • Updated Vulkan loader to 1.0.57.0
  • Fixed potential hang with some semaphore usage patterns
  • Fixed issue with VK_INDIRECT_COMMANDS_TOKEN_TYPE_PUSH_CONSTANT_NVX and dynamicCount
  • Other minor bugs fixed

July 31st, 2017 — Windows 382.88, Linux 381.26.11

  • New Extensions

    • VK_KHR_relaxed_block_layout
    • VK_EXT_depth_range_unrestricted
    • VK_EXT_post_depth_coverage
  • Fixed crash with large sparse images

July 14th, 2017 — Windows 382.83

  • Fixed issue with unused compute queue
  • Other minor bug fixes

July 13th, 2017 — Linux 381.26.08, Windows 382.81

  • New extensions:

    • VK_KHR_16bit_storage
    • VK_KHR_dedicated_allocation
    • VK_KHR_external_fence
    • VK_KHR_external_fence_capabilities
    • VK_KHR_external_fence_fd
    • VK_KHR_external_fence_win32
    • VK_KHR_external_memory
    • VK_KHR_external_memory_capabilities
    • VK_KHR_external_memory_fd
    • VK_KHR_external_memory_win32
    • VK_KHR_external_semaphore
    • VK_KHR_external_semaphore_capabilities
    • VK_KHR_external_semaphore_fd
    • VK_KHR_external_semaphore_win32
    • VK_KHR_get_memory_requirements2
    • VK_KHR_storage_buffer_storage_class
    • VK_KHR_variable_pointers
    • VK_KHR_win32_keyed_mutex
  • Updated VulkanRT loader to 1.0.54.0
  • Various performance improvements and bug fixes

June 30th, 2017 — Windows 382.71, Linux 381.26.06

  • Various performance improvements and bug fixes

June 27th, 2017 — Windows 382.68, Linux 381.10.10

  • New extensions:

    • Vulkan/OpenGL interop:

      • GL_EXT_memory_object
      • GL_EXT_memory_object_win32
      • GL_EXT_memory_object_fd
      • GL_EXT_semaphore
      • GL_EXT_semaphore_win32
      • GL_EXT_semaphore_fd
      • GL_EXT_win32_keyed_mutex
    • VK_EXT_blend_operation_advanced (Maxwell)
    • VK_NV_framebuffer_mixed_samples (Maxwell)
  • Updated VulkanRT loader to 1.0.51.0
  • Various performance improvements and bug fixes

June 9th, 2017 — Windows 382.58, Linux 381.26.03

  • New extensions:

    • VK_KHR_get_surface_capabilities2
    • VK_EXT_sampler_filter_minmax (Maxwell)
    • VK_NV_fill_rectangle (Maxwell)
    • VK_NV_fragment_coverage_to_color (Maxwell)
  • Updated VulkanRT loader to 1.0.49.0
  • Various performance improvements

March 27th, 2017 — Windows 377.14, Linux 375.27.15

  • SPIR-V compiler bug fixes
  • Updated Vulkan loader to version 1.0.42.1

March 15th, 2017 — Windows 377.07

  • Bug fixes

March 8th, 2017 — Linux 375.27.14, Windows 377.06

  • Bug fixes

February 28th, 2017 — Linux 375.27.13, Windows 377.01

  • Fix issue with SteamVR shaders

February 27th, 2017 — Linux 375.27.12, Windows 376.98

  • Beta support for the following new extensions:

    Descriptor Set Extensions

    • VK_KHR_push_descriptor
    • VK_KHR_descriptor_update_template

    Cross process interop extensions:

    • VK_KHX_external_memory
    • VK_KHX_external_memory_capabilities
    • VK_KHX_external_memory_fd
    • VK_KHX_external_memory_win32
    • VK_KHX_external_semaphore
    • VK_KHX_external_semaphore_capabilities
    • VK_KHX_external_semaphore_fd
    • VK_KHX_external_semaphore_win32
    • VK_KHX_win32_keyed_mutex

    Multi-GPU extensions:

    • VK_KHX_device_group
    • VK_KHX_device_group_creation

    Multiview and VR related extensions:

    • VK_KHX_multiview
    • VK_NVX_multiview_per_view_attributes
    • VK_NV_viewport_swizzle (Maxwell)
    • VK_NV_viewport_array2 (Maxwell)
    • VK_NV_geometry_shader_passthrough (Maxwell)
    • VK_NV_clip_space_w_scaling (Pascal)

    Other extensions:

    • VK_NV_sample_mask_override_coverage (Maxwell)
    • VK_EXT_discard_rectangles
  • Bug fixes to improve compatibility with shaders generated from HLSL

February 9th, 2017 — Linux 375.27.10

  • Bug fixes

February 1st, 2017 — Linux 375.27.08, Windows 376.80

  • Bug fixes

January 23rd, 2017 — Linux 375.27.07, Windows 376.71

  • Beta support for the new Vulkan extensions:

    • VK_KHR_get_physical_device_properties2
    • VK_KHR_maintenance1
    • VK_KHR_shader_draw_parameters
    • VK_EXT_shader_ballot
    • VK_EXT_shader_group_vote

January 10th, 2017 — Linux 375.27.03, Windows 376.66

  • Vulkan beta drivers with experimental API interop features

July 6th, 2016 — Windows 368.69

  • Public GeForce Game Ready drivers

June 13th, 2016 — Linux 367.27

  • Linux Display Driver

May 23rd, 2016 — Windows 368.22, Linux 367.18

  • Public GeForce Game Ready drivers
  • Bug fixes and performance improvements

May 13th, 2016 — Windows 365.19, Linux 364.19

  • Public GeForce Game Ready drivers
  • Bug fixes and performance improvements

April 8th, 2016 — Windows 364.91, Linux 364.16

  • Updated Vulkan API to 1.0.8
  • Improve pipeline creation performance and multi-threaded scaling
  • Increase our maximum bound descriptor sets from 4 to 8
  • Add support for asynchronous transfer queue
  • Improve VK_EXT_debug_report messages on incorrect API usage and shader compile failure
  • Fix VkImageFormatProperties maxMipLevels property
  • Reduce VkPhysicalDeviceLimits bufferImageGranularity requirement on GM20x GPUs
  • Improve Vulkan support on Optimus platforms
  • Fixes for minor driver and SPIR-V compiler bugs

March 28th, 2016 — Windows 364.72

  • Update Vulkan API to 1.0.5
  • Various performance improvements
  • Various bug fixes

March 21st, 2016 — Linux 364.12

  • Linux UDA drivers

March 10th, Windows 364.51

  • Windows WHQL drivers

March 2nd, 2016 — Windows 356.45, Linux 355.00.29

  • Support Vulkan API version v1.0.4
  • Fix device lost issue with some MSAA resolves
  • Fix vkGetQueryPoolResults() when queryCount=0
  • Fix OpImageQuerySample with images
  • Fix OpVectorExtractDynamic issues with doubles
  • Fix handling of sparse image miptail when the whole image fits within a page
  • Improve vkAcquireNextImageKHR() conformance to WSI spec
  • Improve GL_KHR_vulkan_glsl compatibility when using GLSL directly
  • Improve GPU texturing performance in some cases
  • Improve vkAllocateDescriptorSets()/vkFreeDescriptorSets() performance in some cases
  • Improve vkCmdBindDescriptorSets() performance in some cases
  • Improve vkCmdCopyImage() performance in some cases

February 23rd, 2016 — Windows 356.43, Linux 355.00.28

  • Add support for 64-bit vertex attribute formats
  • Improve performance of vkBindBufferMemory, vkBindImageMemory and vkCreateGraphicsPipelines
  • No longer enumerate Fermi based GPUs in vkEnumeratePhysicalDevices
  • Improved compatibility with recent Linux kernels

February 18th, 2016 — Linux 355.00.27

  • New:

    • GL_NV_draw_vulkan_image
    • VK_NV_glsl_shader
  • Fixes:

    • Linux: Fixed issue with vkAllocateMemory() crashing under some circumstances

Vulkan on NVIDIA Hardware FAQ

1) How do I start using Vulkan in my code base?

NVIDIA Vulkan developer page https://developer.nvidia.com/Vulkan is a great place to start. You can learn from Vulkan presentations and articles as well as NVIDIA demos and SDK samples.

2) Is NVIDIA going to continue to support OpenGL in the future?

NVIDIA is fully committed to invest in OpenGL that our ISVs rely on and will continue to support and improve it. NVIDIA believes in providing maximum functionality with minimal churn to developers. Hence, NVIDIA fully supports both Vulkan and OpenGL.

3) Is NVIDIA Vulkan driver conformant?

Yes, the beta drivers typically pass the latest version of Vulkan conformance. Current conformance status can be found at https://www.khronos.org/conformance/.

4) Does NVIDIA support Vulkan on Linux for Tegra?

Yes. Linux for Tegra drivers can be found at https://developer.nvidia.com/embedded/linux-tegra.

5) Does NVIDIA support Vulkan on Android?

Yes. See https://developer.nvidia.com/vulkan-android for details about NVIDIA Vulkan Android drivers for SHIELD devices.

Описание

Прогресс в сфере технологий вынуждает разработчиков компьютерных игр удивлять пользователей новыми возможностями и параметрами графики. В связи с этим многие игры отказываются от морально устаревшего интерфейса Open GL в пользу нового API от компании NVIDIA под названием Vulcan. Он отличается более высокой производительностью и лучшим качеством графики.

Vulcan API (Vulcan Runtime Libraries) — это набор библиотек, необходимый для работы API. Наличие программного обеспечения на компьютере позволяет выполнять графические команды в программах и играх, где используется данный движок. Поскольку одноименный интерфейс начал внедряться с 2016 года, Vulcan необходим для многих современных игр.

Набор библиотек VulcanRL устанавливается вместе с драйверами NVIDIA. Однако если у вас графические драйвера достаточно старых версий, софт придется загружать отдельно. Сделать это можно с нашего сайта. Программа инсталлируется в обычном режиме. Хотя интерфейс установщика недоступен на русском языке, это не вызовет проблем, поскольку мастер инсталляции не отличается от большинства других программ.

Функции и особенности Vulcan API:

  • Набор библиотек для работы графических программ
  • Отсутствие русской локализации
  • Требуется для игр, выпущенных после 2016 года
  • Устанавливается в комплекте со «свежими» драйверами NVIDIA
  • Распространяется бесплатно

Новый интерфейс Vulcan поможет добиться максимальной производительности вашего процессора и графического адаптера.

Скриншоты

Скриншот №1 к программе Vulcan APIСкриншот №2 к программе Vulcan APIСкриншот №3 к программе Vulcan API

Скачать Vulcan API

Для полного комплекта мы рекомендуем вам также скачать Цветок (программа, позволяющая лечить детей с амблиопией или болезнью ленивого глаза).

Драйвер Vulcan API отображает в реальном времени приложения с графикой в 3 D. Утилита помогает повысить FPS и снижает нагрузку на центральный процессор.

Дата обновления:

28-11-2018

Версия Windows:

XP, Vista, 7, 8, 10

  • Vulcan API Начало установки

Графический драйвер Vulcan API  для создания полного погружения в игры. Драйвер повышает производительность персонального компьютера и работает совместно с OpenGL

Краткое описание и возможности

Утилита Vulcan API для графических видеокарт позволяет разработчикам игр добавлять в приложения мелкие детали, которые невозможно отличить от реальности. Многие пользователи уже успели оценить достоинство драйвера в игре The Talos Principle. Во время загрузки требовательных игр, где прорисовано все до мелочей, производительность системы остается на прежнем уровне, что позволяет игроку полностью погрузиться в виртуальный мир. В процессе использования снижается нагрузка на процессор.

Повышение производительности и FPS

Для полноценного использования Vulcan API, пользователю необходимо скачать и установить последнюю версию драйвера для видеокарты Geforce. Затем нужно перейти в настройки и включить Vulcan API совместно с OpenGL. Теперь можно запускать любую игру и радоваться повышенной производительности. Такая утилита позволяет существенно поднять FPS  даже в онлайн играх, что особенно оценят любители CS 1.6 и CS GO. Многое также зависит и от параметров компьютера, мощности видеокарты и количества ОЗУ. Но, в любом случае, пользователи увидят прирост FPS  минимум на 15-20%, а в некоторых случаях и до 30%.

Ключевые преимущества

  • утилита быстро устанавливается на ПК;
  • снижает нагрузку на центральный процессор;
  • освобождает дополнительные ресурсы и задействует их в требовательных играх;
  • полная совместимость со всеми версиями видеокарт Geforce;
  • возможность полностью погрузиться в виртуальное пространство и насладиться детальной прорисовкой объектов.

429 Мб (скачиваний: 1880)

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Самообучающаяся нейронная сеть способна генерировать уникальные тексты на заданную тему. Есть возможность указать ключевые слова, стиль и другие параметры.

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roomGPT roomGPT

Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1, Windows 10 Бесплатно

Онлайн сервис предназначен для разработки дизайна различных помещений. Пользователи могут загрузить снимок комнаты, а нейросеть сгенерирует варианты оформления.

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Perplexity Perplexity

Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1, Windows 10 Бесплатно

Платформа представляет собой гибрид поисковой системы и нейронной сети. С ее помощью можно найти информацию в сети и получить развернутый ответ на свой вопрос.

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GPT 4 GPT 4

Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1, Windows 10 Бесплатно

Сервис представляет собой обновленную версию языковой модели GPT 3.5. С его помощью пользователи могут получать ответы на самые разные вопросы и общаться с ботом.

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Novel AI Novel AI

Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1, Windows 10 Бесплатно

Приложение позволяет попробовать себя в роли писателя. С помощью нейросети можно генерировать истории, а также читать и обсуждать работы других пользователей.

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Балабоба Балабоба

Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1, Windows 10 Бесплатно

Нейронная сеть от компании Яндекс умеет генерировать тексты, писать стихи, статьи, заголовки новостей, инструкции и многое другое. Есть возможность выбрать стиль.

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Порфирьевич Нейросеть Порфирьевич Нейросеть

Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1, Windows 10 Бесплатно

Нейронная сеть от российских разработчиков способна генерировать осмысленные тексты и предложения по первым словам. Можно сохранить результат в виде цитаты.

ver 1.0

Are you looking to take your PC gaming to the next level? Installing Vulkan on Windows 10 is a great way to get the most out of your gaming experience. Vulkan is a powerful 3D graphics and compute API that is designed to provide low-overhead, cross-platform access to modern graphics processing units (GPUs). This guide will show you how to quickly and easily install Vulkan on Windows 10.

Installing Vulkan on Windows 10 is a straightforward process.
Firstly, download the Vulkan Runtime Libraries from the official website.
Then, run the installation package and follow the on-screen instructions.
At last, restart your computer and you’re done.

  1. Download the Vulkan Runtime Libraries from the official website.
  2. Run the installation package.
  3. Follow the on-screen instructions.
  4. Restart your computer.

How to Install Vulkan on Windows 10

Source: ghacks.net

What is Vulkan and How to Install it on Windows 10?

Vulkan is an open-source 3D graphics and compute API that is used for developing high-performance, cross-platform applications. It is designed to provide low-level access to modern GPUs and to provide a powerful and efficient way to access them. Vulkan allows developers to create truly high-performance, multi-threaded 3D applications with a powerful, low-overhead API. By providing low-level access to the hardware, developers can create applications that are faster, more efficient, and more responsive.

Vulkan is supported on Windows 10, making it easier than ever to take advantage of the power of modern GPUs. In this guide, we will show you how to install Vulkan on Windows 10. We will cover the steps required to install the Vulkan SDK, as well as the steps required to start developing Vulkan applications.

Download the Latest Version of Vulkan SDK

The first step to installing Vulkan on Windows 10 is to download the latest version of the Vulkan SDK. The Vulkan SDK is available for download from the LunarG website. Once the SDK is downloaded, unzip the downloaded file and run the setup program. This will install the Vulkan SDK and all of its components.

Once the SDK is installed, you will need to set up the environment variables. This can be done by going to the Advanced System Settings in the Control Panel, then selecting the Environment Variables button. You will need to add the following environment variables: Vulkan_SDK_PATH, VULKAN_SDK, and VULKAN_SDK_VERSION.

Install the Vulkan Runtime Libraries

After installing the Vulkan SDK, you will need to install the Vulkan Runtime Libraries. The Vulkan Runtime Libraries are provided by the GPU manufacturers and are necessary for Vulkan applications to run properly. To install the Vulkan Runtime Libraries, you will need to go to the GPU manufacturer’s website and download the latest version of the Vulkan Runtime Libraries. Once the files have been downloaded, you will need to install them by running the setup program.

Enable the Vulkan API

Once the Vulkan Runtime Libraries have been installed, you will need to enable the Vulkan API in your system. This can be done by going to the Control Panel and selecting the “Programs and Features” option. Then, select “Turn Windows Features On or Off.” You will need to check the box next to “Vulkan Runtime Libraries” and then click “OK.” This will enable the Vulkan API in your system.

Install the Vulkan Drivers

The last step to installing Vulkan on Windows 10 is to install the Vulkan drivers. The drivers are provided by the GPU manufacturer and are necessary for Vulkan applications to run properly. To install the Vulkan drivers, you will need to go to the GPU manufacturer’s website and download the latest version of the Vulkan drivers. Once the drivers have been downloaded, you will need to install them by running the setup program.

Testing the Installation

Once the Vulkan SDK, Vulkan Runtime Libraries, Vulkan API, and Vulkan drivers have been installed, you will need to test the installation to make sure everything is working correctly. To do this, you will need to run a Vulkan application. You can find a list of Vulkan applications on the LunarG website. Once the application is running, you should see the Vulkan logo in the top-right corner of the window. If you see the logo, then your installation has been successful.

Troubleshooting

If you encounter any issues while installing or running Vulkan applications, you can refer to the Vulkan troubleshooting guide. This guide will help you identify and resolve any issues you may be having.

Frequently Asked Questions

What is Vulkan?

Vulkan is a low-overhead, cross-platform 3D graphics and compute API. It provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. Vulkan is designed to give maximum control to the developer to provide the best possible performance and flexibility.

What do I need to install Vulkan on Windows 10?

In order to install Vulkan on Windows 10, you will need to have the latest version of Windows 10 installed, as well as the latest drivers for your graphics card. You will also need to download the Vulkan SDK from the LunarG website and install it on your system.

How do I install the Vulkan SDK?

Once you have the latest version of Windows 10 and the latest drivers for your graphics card, you can download the Vulkan SDK from the LunarG website. Once downloaded, you will need to extract the files from the .zip archive and run the setup.exe file to install the SDK.

How do I check if Vulkan is installed correctly?

Once you have installed the Vulkan SDK, you can check that it is installed correctly by opening the ‘vulkaninfo.exe’ file located in the ‘bin’ folder of the SDK. This will display information about your system and the Vulkan version that is installed.

Are there any known issues with Vulkan on Windows 10?

There are no known issues with Vulkan on Windows 10, however, it is important to ensure that you have the latest drivers for your graphics card installed in order to ensure the best performance and compatibility.

What are the benefits of using Vulkan on Windows 10?

The benefits of using Vulkan on Windows 10 include improved performance and efficiency, as well as better compatibility with newer hardware. Vulkan also provides an easier development process, allowing developers to quickly deploy applications for a wide range of platforms. Additionally, Vulkan is cross-platform and can be used on multiple operating systems, including Windows, Android and Linux.

How to Install Vulkan API

In conclusion, installing Vulkan on Windows 10 is a simple but important task for anyone who wants to get the most out of their gaming experience. With the help of this guide, you can easily install Vulkan on Windows 10 without any difficulty. With Vulkan, you can take advantage of next-level graphics and performance, so get out there and start gaming!

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