Vulkan was first announced by the non-profit Khronos Group at GDC 2015. In addition to its lower CPU usage, Vulkan is designed to allow developers to better distribute work among multiple CPU cores. Vulkan is comparable to Apple's Metal API and Microsoft's Direct3D 12, and is harder to use than the higher-level OpenGL and Direct3D 11 APIs. It does so by providing a considerably lower-level API for the application than the older APIs that more closely resembles how modern GPUs work. Vulkan is intended to offer higher performance and more efficient CPU and GPU usage compared to the older OpenGL and Direct3D 11 APIs. Vulkan targets high-performance real-time 3D-graphics applications, such as video games and interactive media, and highly parallelized computing. It designed to support a wide variety of GPUs, CPUs and operating systems, it is also designed to work with modern multi-core CPUs. It was intended to address the shortcomings of OpenGL, and allow developers more control over the GPU. It was originally developed as Mantle by AMD, but was later given to Khronos Group. Vulkan is a low-level low- overhead, cross-platform API and open standard for 3D graphics and computing. com /KhronosGroup /Vulkan-HeadersĪndroid, Linux, Haiku, Fuchsia, BSD Unix, QNX, Windows, Nintendo Switch, Stadia, Tizen, macOS, iOS, iPadOS, tvOS, Raspberry Pi, vxWorks