Vulkan

Vulkan
Original authorsAMD, DICE (original Mantle design)
DevelopersKhronos Group (donated and derived variant, as Vulkan)
Release16 February 2016 (16 February 2016)
Stable release
1.4.362 Edit this on Wikidata / 4 September 2026 (4 September 2026)
Written inC (also available C++ API)
Operating systemAndroid, Linux, BSD Unix, Windows, Nintendo Switch, Fuchsia, Raspberry Pi, vxWorks, QNX, HarmonyOS, OpenHarmony, Oniro, Haiku, Stadia, Tizen
Through portability workarounds: macOS, iOS, Aurora OS
Type3D graphics and compute API
LicenseApache Software License 2.0, MIT License, Creative Commons Attribution 4.0 International
Websitehttps://www.vulkan.org/
Repository

Vulkan is a cross-platform API and open standard for 3D graphics and parallelized computing. It was intended to address the shortcomings of OpenGL, and allow developers more control over the GPU. It is designed to support a wide variety of GPUs, CPUs and operating systems, and modern multi-core CPUs also.

Vulkan is intended to offer higher performance and more efficient CPU and GPU usage compared to the older OpenGL and Direct3D 11 APIs, by providing a considerably lower-level API that more closely resembles how modern GPUs work. Vulkan is comparable to Apple's Metal API and Microsoft's Direct3D 12. In addition to its lower CPU usage, Vulkan is designed to allow developers to better distribute work among multiple CPU cores.

Vulkan was first announced by the non-profit Khronos Group at GDC 2015. The Vulkan API was initially referred to as the "next generation OpenGL initiative", or "OpenGL next" by Khronos, but use of those names was discontinued when "Vulkan" was announced.

Vulkan is derived from and built upon components of AMD's Mantle API, which was donated by AMD to Khronos with the intent of giving Khronos a foundation on which to begin developing a low-level API that they could standardize across the industry.