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KhronosGroup
MoltenVK
Objective-C++2018–2026
KhronosGroup / MoltenVK

MoltenVK

MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.

56Distinct people
57Mentions
0Explicit recommenders
5.9KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 7:02:26 AM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year57 dated mentions

Observed mentions: 2018-04-04 13:43:17 UTC to 2026-10-25 12:08:41 UTC.

0369122018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 12 mentions; 0 submissions, 12 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 10 mentions; 0 submissions, 10 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 7 mentions; 0 submissions, 7 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 7 mentions; 1 submissions, 6 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments20222023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 5 mentions; 0 submissions, 5 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 8 mentions; 1 submissions, 7 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC12012
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC10010
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC707
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC716
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC404
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC505
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC817
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC211
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC211

From the project README

An excerpt from the repository, fetched Nov 13, 2026.

Read the project’s introduction
CautionDeprecation notice: Khronos has deprecated MoltenVK, its Vulkan-on-Metal implementation. This repository is now maintained by the community on a best-effort basis. For Vulkan on Metal, Khronos now recommends KosmicKrisp on Apple Silicon Macs. MoltenVK remains the recommended option for Intel-based Macs and for iOS. You can get KosmicKrisp in either of two ways: Install the latest macOS Vulkan SDK from vulkan.lunarg.com. Build the KosmicKrisp driver from the Mesa project source. MoltenVK Copyright (c) 2015-2026 The Brenwill Workshop Ltd. Table of Contents Introduction to MoltenVK Developing Vulkan Applications on macOS, iOS, tvOS, and visionOS Using the Vulkan SDK Using MoltenVK Directly Fetching MoltenVK Source Code Building MoltenVK Building With Xcode Building From the Command Line Hiding Vulkan API Symbols Accessing Metal Private API Calls Install MoltenVK to Replace The Vulkan SDK libMoltenVK.dylib Running MoltenVK Demo Applications Using MoltenVK in Your Application MoltenVK and Vulkan Compliance Getting Support Contributing to MoltenVK Development Introduction to MoltenVK MoltenVK is a layered implementation of Vulkan 1.4 graphics and compute functionality, that is built on Apple's Metal graphics and compute framework on macOS, iOS, tvOS, and visionOS. MoltenVK allows you to use Vulkan graphics and compute functionality to develop modern, cross-platform, high-performance graphical games and applications, and to run them across many platforms, including macOS, iOS, tvOS, visionOS, Simulators, and Mac Catalyst, and all Apple architectures, including Apple Silicon. Metal uses a different shading language, the Metal Shading Language (MSL), than Vulkan, which uses SPIR-V. MoltenVK automatically converts your SPIR-V shaders to their MSL equivalents. To provide Vulkan capability to the macOS, iOS, tvOS, and visionOS platforms, MoltenVK uses Apple's publicly available API's, including Metal. MoltenVK does not use any private or undocumented API calls or features, so your app will be compatible with all standard distribution channels, including Apple's App Store. The MoltenVK runtime package contains two products: MoltenVK is a implementation of an almost-complete subset of the Vulkan 1.4 graphics and compute API. MoltenVKShaderConverter converts SPIR-V shader code to Metal Shading Language (MSL) shader code. The converter is embedded in the MoltenVK runtime to automatically convert SPIR-V shaders to their MSL equivalents. In addition, the SPIR-V converter is packaged into a stand-alone command-line MoltenVKShaderConverter macOS tool for converting shaders at development time from the command line. Developing Vulkan Applications for macOS, iOS, tvOS, and visionOS Using the Vulkan SDK The recommended method for developing a Vulkan application for macOS is to use the Vulkan SDK. The Vulkan SDK includes a MoltenVK runtime library for macOS. Vulkan is a layered architecture that allows applications to add additional functionality without modifying the application itself. The Validation Layers included in the Vulkan SDK are an essential debugging tool for application developers because they identify inappropriate use of the Vulkan API. If you are developing a Vulkan application for macOS, it is highly recommended that you use the Vulkan SDK and the MoltenVK library included in it. Refer to the Vulkan SDK Getting Started document for more info. Because MoltenVK supports the VK_KHR_portability_subset extension, when using the Vulkan Loader from the Vulkan SDK to run MoltenVK on macOS, the Vulkan Loader will only include MoltenVK VkPhysicalDevices in the list returned by vkEnumeratePhysicalDevices() if the VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR flag is enabled in vkCreateInstance(). See the description of the VK_KHR_portability_enumeration extension in the Vulkan specification for more information about the use of the VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR flag. Using MoltenVK Directly If you are developing a Vulkan application for iOS, tvOS, or visionOS, or are developing a Vulkan application for macOS and want to use a different version or build of the MoltenVK runtime library than provided in the macOS Vulkan SDK, you can access a pre-built MoltenVK binary library from the MoltenVK repository, by selecting a repository commit from the list, and downloading the associated MoltenVK runtime library artifact. Finally, if you want a customized build of MoltenVK, you can follow the instructions below to create a MoltenVK runtime library by fetching and building the MoltenVK source code. To learn how to integrate the MoltenVK runtime library into a game or application, see the MoltenVK_Runtime_UserGuide.md document in the Docs directory. Fetching MoltenVK Source Code To fetch MoltenVK source code, clone this MoltenVK repository, and then run the fetchDependencies script to retrieve and build several external open-source libraries on which MoltenVK relies: Ensure you have cmake and python3 installed: brew install cmake brew install python3 For faster dependency builds, you can also optionally install ninja: brew install ninja Clone the MoltenVK repository: git clone https://github.com/KhronosGroup/MoltenVK.git Retrieve and build the external libraries: cd MoltenVK ./fetchDependencies [platform...] When running the fetchDependencies script, you must specify one or more platforms for which to build the external libraries. The platform choices include: --all --macos --ios --iossim --maccat --tvos --tvossim You can specify multiple of these selections. The result is a single XCFramework for each external dependency library, with each XCFramework containing binaries for each of the requested platforms. The --all selection is the same as entering all of the other platform choices, and will result in a single XCFramework for each external dependency library, with each XCFramework containing binaries for all supported platforms and simulators
Read the full README on GitHub

What Hacker News says

12 sources
I saw MoltenVK under KhronosGroup control here, which led to my confusion once more: https://github.com/KhronosGroup/MoltenVK And yea, the messaging is confusing because of this line on their site: > As a first deliverable from the Vulkan Portability Initiative, Khronos members Valve, LunarG, and The Brenwill Workshop have released a collection of free and open source set of tools, SDKs, and runtime libraries to enable Vulkan development on macOS and deployment on macOS and iOS platforms Source: https://www.khronos.org/vulkan/portability-initiative That led me to think they’re sponsoring it. It looks like MoltenVK was created by The Brenwill Workshop.
In RPCS3 and Dolphin on macOS using gfx-portability
They do make some money on Macs, and Mac software, but not nearly as much as on iOS. Providing macOS gives a developer and designer platform for iOS. That is really important for them. So Metal being available on macOS is important for that reason. But it's also important in that the Mac platform is still important, just not nearly as important as iOS. OpenGL doesn't really have much of a future. Everyone is moving towards the next generation frameworks. It just happens that there was a lot of uncertainty about whether OpenGL could adapt or whether there would be a successor, and during that time Apple decided to invest in developing Metal. It wasn't until a couple of years later than Vulkan was released. In the meantime, Apple has built up quite a lot of tooling around Metal. And it's not like it's that difficult to write cross platform
Read the rest
apps that target the Mac. If you write against major engines, they will already have support for the different backends. If you are writing your own software, you can still target OpenGL, or you can target Vulkan and use MoltenVK to run it on macOS. And for the next several years, people writing portable software are going to have to either just target OpenGL, for compatibility with older graphics cards, or maintain at least two backends, OpenGL and Vulkan. Given that lots of games target DirectX first, and consider any of the cross-platform frameworks a porting effort, Apple probably doesn't consider it a big loss to add one more platform that needs to be ported to. What's going to wind up happening is more software like ANGLE (https://github.com/google/angle), MoltenVK (https://github.com/KhronosGroup/MoltenVK), and gfx-rs (https://github.com/gfx-rs/gfx and https://github.com/gfx-rs/portability, see http://gfx-rs.github.io/2018/04/09/vulkan-portability.html for details) for providing one set of abstractions on top of several different backends.
In Deprecation of OpenGL and OpenCL
If you're programming in Rust, you can just use `gfx-rs`'s HAL[1]. This is designed to be a Vulkan-like API that works on top of Vulkan, Metal, D3D12, or OpenGL. If you aren't in Rust, just use Vulkan. There are high-performance wrappers for it in various stages of development, such as MoltenVK[2] for macOS and iOS, and VulkanOnD3D12[3] for UWP. Non-UWP Windows, Linux, and Android should support Vulkan natively through their GPU drivers. [1]: https://github.com/gfx-rs/gfx [2]: https://github.com/KhronosGroup/MoltenVK [3]: https://github.com/Chabloom/VulkanOnD3D12
In Apple introduces macOS Mojave

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