Sascha Willems
@SaschaWillems2
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Application developer by day, open source developer and Khronos contributor by night. Maintainer of the Vulkan and OpenGL and hardware databases at https://t.co/UGoWy4YNbe
Saarland, Germany
Joined April 2014
My @VulkanAPI examples with source are now also live : https://t.co/GFE1uo8wXS will upload binaries too
github.com
C++ examples for the Vulkan graphics API. Contribute to SaschaWillems/Vulkan development by creating an account on GitHub.
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New update 4.10 for the @VulkanAPI #Vulkan Hardware Capability Viewer released. Changes include: Updated to Qt6, support for recent extensions, updated Vulkan profiles library, new way of packaging Linux AppImages and several Android fixes Download at:
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I love this crossbody bag. It is large enough and small enough at the same time. It holds my full size wallet and sunglasses along with anything else that I might need. It isn’t bulky or heavy. It also fits in the Siena Rivera Tote.
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Hard to believe this is from @GuildWars2, a 13 year old game. Shows that art directions is more important than the latest gfx technology stack. The new expansion has some of the best looking areas I have ever seen in a game. A lot of modern AAA titles pale in comparison.
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New update for the @openclapi #OpenCL Hardware Capability viewer released. Mostly a maintenance update to improve Android compatibility incl. support for reading OpenCL caps on newer handhelds (e.g. Pixel devices). https://t.co/WrfirZyrLP
opencl.gpuinfo.org
OpenCL hardware capability database.
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The coming years will split companies into two groups: those that become AI-native and those left catching up. The innovators who harness AI now will define the winners of tomorrow. Follow me for strategic insights on leading through the AI revolution.
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New update for the @VulkanAPI #Vulkan Hardware Capability Viewer released. This adds in support for several new extensions and adds support for for non-portability implementations on Apple platforms like KosmicKrisp thanks to @LunarGInc. Download at:
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In this tutorial series from SIGGRAPH, we enhance a Vulkan renderer with ray tracing features to implement real-time pixel-perfect shadows (with and without transparency) and a bonus reflection effect. https://t.co/saSTBmOjS0
#tutorial #raytracing #vulkan #shadows #reflection
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Last week @Lunarg was showing off #KosmicKrisp at SigGraph. While we aren't ready to make this public, we are looking for macOS applications for early internal testing that use @VulkanAPI and are using the loader instead of linking directly to MoltenVK. DM me if this is you.
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Nsight Graphics 2025.4 is out! Highlights include extensive Slang support across the tool, a new version auto-updater, & major improvements to the new Graphics Capture (now out of Beta)! See the release notes & download here: https://t.co/bcviRlHqNY
#nvidia #nsightgraphics #tool
developer.nvidia.com
View the latest NVIDIA Nsight Graphics 2024.2 release feature enhancements and improvements
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When I started work on my @VulkanAPI #Vulkan C++ samples almost 10 years ago I made some non-optimal decisions esp. around sync and command buffer recording. Finally fixed those and also write a bit about that and 10 years of Vulkan samples:
saschawillems.de
Fundamental Vulkan Samples rework (Sync, command buffers and more) Some history It’s been almost ten years since I started working on my open source C++ Vulkan samples. Never would I have …
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🔥LunarG’s KosmicKrisp powers Vulkan on Apple Silicon with Mesa! Learn how this driver advances Vulkan with strong progress toward 1.3 conformance and enhanced performance. Read more: https://t.co/G9HVh5pvts Learn more next week at #SIGGRAPH2025! #Vulkan #KosmicKrisp #Graphics
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As we approach SIGGRAPH 2025, a new blog post has been added that previews the key Vulkan developments, initiatives, and events that will take center stage at the Vulkan BOF. Check it out for the latest Vulkan news. https://t.co/Yyw4v7IIwX
#vulkan #api #graphics
khronos.org
As excitement builds for SIGGRAPH 2025, the Khronos Group is preparing to host its annual Vulkan Birds of a Feather session at SIGGRAPH 2025 on Wednesday, August 13, from 4:30 to 6:00 pm. The BOF is...
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New update for the @VulkanAPI #Vulkan Hardware Capability Viewer released. This adds in support for several new extensions and also is the first version with native builds for Linux ARM64 thanks to an external contribution. Download at:
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Channeling full Molly Ringwald energy: this is the foundation that gives main-character, Saturday-detention-glow vibes — natural finish, buildable coverage, featherlight feel, and that Hyaluronic Acid bounce 💖 Take the quiz and try the full size free for 14 days.
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Synchronization in Vulkan has been a frustrating challenge for many developers. So, in order to simplify, we present the VK_KHR_unified_image_layouts extension which aims to eliminate the need for most layout transitions entirely. Learn more: https://t.co/eMin7xl5Il
#vulkan
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Finally finished adding #Slang shaders to all my (almost 100) @VulkanAPI open source samples and wrote a bit about it here:
saschawillems.de
A new shading language enters the ring Unlike other 3D graphics apis, Vulkan did decouple human readable shaders from the api using SPIR-V as an intermediate representation. This makes it possible to...
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New update for the @VulkanAPI #Vulkan Hardware Capability Viewer released. Adds support for several new extensions. Had to postpone the release due to build infrastructure, Linux users might have to install Fuse to get the appimage to work. Download at:
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I have reworked filtering for the @VulkanAPI #Vulkan hardware database. A new settings page allows for more control over global filters applied to the data, hopefully making it easier to limit results to what people are actually looking for:
saschawillems.de
Reworking global filters In the last posting I already hinted at reworking how filtering works for the Vulkan Hardware Database. Almost 40,000 reports across multiple platforms is a lot of data, and …
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Hey @VisualStudio, reporting errors via Visual Studio is broken for me again ("Oops, we have lost connection" is not a good error message btw), how the hell do I report errors with the latest update? Why is error reporting tied to launch a page from the IDE anyway?
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Next Thursday (Feb. 13) I'll be giving a talk about NTC at Vulkanised 2025. Schedule here: https://t.co/KWWMYbAbdU
@VulkanAPI
vulkan.org
Vulkanised is the largest event dedicated to developers using the Vulkan API and is a unique technical event that brings the Vulkan developer community together to exchange ideas, solve problems and...
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We've just released NVIDIA RTX Kit - a collection of SDKs for developing next-gen rendering applications, including Neural Shading and Texture Compression, Mega Geometry, and Character Rendering. Official blog post here:
developer.nvidia.com
Neural rendering is the next era of computer graphics. By integrating neural networks into the rendering process, we can take dramatic leaps forward in performance, image quality…
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This new sample demonstrates how to use the VK_KHR_dynamic_rendering_local_read extension in conjunction with the VK_KHR_dynamic_rendering extension. This combination can replace core render and subpasses. https://t.co/vRll7ANQT7
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