Skip to end of metadata
Go to start of metadata

You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 10 Next »


Vulkan is a new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. It is a low-overhead, cross-platform 3D graphics library that gives developers more control over the GPU and lower level CPU usage for their Android base mobile projects. In the following topic, we will go over how you can enable and use Vulkan in your CRYENGINE projects.


Remote Shader Compiler

reason: we don't provide shadercaches for vulkan (yet), all the shaders need to be compiled on-the-fly

todo: provide caches (smile)

Supported Devices and Drivers

Supported devices and the level of support:

Vulkan API level: guaranteed at least (codebase is compiled against this), might work with earlier revision on a case-by-case basis (try-and-error (smile))

Operating Systems:, in general W7 upto W10 and Android 6+ but only 64bit (reason is the Vulkan SDK, not any other obscure thing)

Vulkan support is experimental, shipping games is not recommended (or contact us if it emerges).

Enabling Vulkan Support in CRYENGINE

To build a CRYENGINE project that has support for the Vulkan API, you will need to do the following:

  1. Add or change the cvar directive e.g. "r_driver=dx12" to "r_driver=Vk"
  2. Enable the Remote Shader Compiler (see prerequisites)
  3. Run the game/editor as usual. the editor always falls back to DX11 automatically and won't utilize Vk, which means when jumping into game-mode in the Sandbox: it will not utilize Vulkan.
  • No labels