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KhronosGroup
Vulkan-Docs
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KhronosGroup / Vulkan-Docs

Vulkan-Docs

The Vulkan API Specification and related tools

19Distinct people
23Mentions
1Explicit recommenders
3.4KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

The Vulkan API Specification and related tools

GitHub

Where it is used

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

What people are saying

To answer that question in the context of Vulkan I highly recommend reading the proposal document for VK_EXT_shader_object which contains a great explanation in the problem…

CrossVR used a recommendation phrase. One indexed comment matches. This is a phrase match, not a verdict.

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

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 6:01:08 PM 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 year23 dated mentions

Observed mentions: 2016-02-16 14:01:37 UTC to 2026-02-13 17:27:50 UTC.

0123452016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments20162017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 3 mentions; 1 submissions, 2 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20212022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 5 mentions; 2 submissions, 3 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 3 mentions; 1 submissions, 2 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 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
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC110
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC000
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC312
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC211
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC110
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC202
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC110
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC523
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC404
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC312
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC101

What Hacker News says

3 sources
CrossVR·Feb 20, 2025Recommendation phrase
To answer that question in the context of Vulkan I highly recommend reading the proposal document for VK_EXT_shader_object which contains a great explanation in the problem statement about how modern graphics APIs ended up in this situation: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos... The gist of it is that graphics APIs like DX11 were designed around the pipelines being compiled in pieces, each piece representing a different stage of the pipeline. These pieces are then linked together at runtime just before the draw call. However the pieces are rarely a perfect fit requiring the driver to patch them or do further compilation, which can introduce stuttering. In an attempt to further reduce stuttering and to reduce complexity for the driver Vulkan did away with these piece-meal pipelines and opted for monolithic pipelin
Read the rest
e objects. This allowed the application to pre-compile the full pipeline ahead of time alleviating the driver from having to piece the pipeline together at the last moment. If implemented correctly you can make a game with virtually no stuttering. DOOM (2016) is a good example where the number of pipeline variants was kept low so it could all be pre-compiled and its gameplay greatly benefits from the stutter-free experience. This works great for a highly specialized engine with a manageable number of pipeline variants, but for more versatile game engines and for most emulators pre-compiling all pipelines is untenable, the number of permutations between the different variations of each pipeline stage is simply too great. For these applications there was no other option than to compile the full pipeline on-demand and cache the result, making the stutter worse than before since there is no ability to do piece-meal compilation of the pipeline ahead of time. This gets even worse for emulators that attempt to emulate systems where the pipeline is implemented in fixed-function hardware rather than programmable shaders. On those systems the games don't compile any piece of the pipeline, the game simply writes to a few registers to set the pipeline state right before the draw call. Even piece-meal compilation won't help much here, thus ubershaders were used instead to emulate a great number of hardware states in a single pipeline.
In RT64: N64 graphics renderer in emulators and native ports

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