Vulkan is a newly introduced 3D rendering API, geared with low-overhead graphics processing unit (GPU). With the help of a threading-friendly API design, it allows several cores to be used in parallel with great efficiency. Vulkan’s conscious API design supports in powerful implementations on platforms that span an extensive range of mobile and desktop hardware and across operating systems. Android application development India provides useful information on additional features for developers who wish to make every millisecond count.
1. Memory allocation: It offers a unique mechanism for fine-grained control of how and when memory is allocated on the GPU. This is really helpful for developers, and allows them to use their own allocation and recycling policies that best match with their application, minimize execution process and memory overhead.
2. Asynchronous command generation: In the Vulkan platform, the application doesn’t draw calls to command buffer, and allow the work of forming and recording the draw call to be separated from the act of issuing it to the GPU.
3. Great transparency in work: It works with great transparency rate. The performance of Vulkan is more predictable and consistent by specifying which commands will absolutely trigger work, and which will not.
4. Multithreaded design: All OpenGL ES applications expecting commands for a context only from a single thread in order to render authentically. But, Vulkan doesn’t have such need, and allow applications to do work like command buffer generation simultaneously, and at the same time, it doesn’t make implied guarantees about the safety of modifying and reading data from multiple threads.
5. Mobile-friendly: Vulkan built with multiple features, especially helpful for achieving quality performance on tiling GPUs, utilized by many smart devices. Application shares information regarding the interaction between specific rendering passes, and allowing tiling GPUs to develop effective use of limited memory and avoid performing off-chip reads.
6. Offline shader compilation: It supports for SPIR-V. This is an intermediate language for shaders. It allows professionals to compile shaders ahead of time, and ship SPIR-V binaries with their applications. Such binaries are quite simple to parse than high-level languages, for instance GLSL. Intermediate language SPIR-V also opens the door for third parties to provide compilers or cross-platform shading languages.
7. Optional validation: OpenGL ES validates each and every command you hit, and cross check the arguments, but on the other hand Vulkan doesn’t perform such task itself. But, app developers have ability to utilize optional debug tools and ensure their calls are authentic and reliable.