Vulkan is a low-overhead, cross-platform 3D graphics and computing Driver speedup studio 9 windows 8. Vulkan was first announced by the non-profit Khronos Group at GDC 2015. OpenGL and Vulkan are both rendering APIs, in both cases the GPU executes shaders while the CPU executes everything else.
Vulkan is intended to provide a variety of advantages over other APIs as well as its predecessor, OpenGL. Vulkan offers lower overhead, more direct control over the GPU, and lower CPU usage. The overall concept and feature set of Vulkan is similar to Direct3D 12, Metal and Mantle. OpenGL, the Vulkan API is not locked to a single OS or device form factor. Reduced driver overhead, reducing CPU workloads. Reduced load on CPUs through the use of batching, leaving the CPU free to do more computation or rendering than otherwise.
Direct3D 11 and OpenGL 4 were initially designed for use with single-core CPUs and only received augmentation to be executed on multi-cores. Even when application developers use the augmentations, the API regularly does not scale well on multi-cores. OpenGL uses the high-level language GLSL for writing shaders which forces each OpenGL driver to implement its own compiler for GLSL that executes at application runtime to translate the program’s shaders into the GPU’s machine code. Unified management of compute kernels and graphical shaders, eliminating the need to use a separate compute API in conjunction with a graphics API. AMD says that Vulkan supports close-to-metal control, enabling faster performance and better image quality across Windows 7, Windows 8. No other graphics API offers the same powerful combination of OS compatibility, rendering features, and hardware efficiency. At SIGGRAPH 2016, Khronos announced that Vulkan would be getting support for automatic multi-GPU features, similar to what is offered by Direct3D 12.