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	<title>StarCitizen:Vulkan - Revision history</title>
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	<updated>2026-04-09T14:50:47Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.sasgaming.net/index.php?title=StarCitizen:Vulkan&amp;diff=65996&amp;oldid=prev</id>
		<title>imported&gt;Mango Gelatin at 11:41, 21 October 2025</title>
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		<updated>2025-10-21T11:41:05Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{For|the ship manufactured by Aegis Dynamics|Vulcan}}&lt;br /&gt;
[[File:Vulkan logo.png|thumb|Vulkan logo]]&amp;#039;&amp;#039;&amp;#039;Vulkan&amp;#039;&amp;#039;&amp;#039; is a modern graphics API released in 2016 that allows developers to take greater control over what the player sees, and greatly affects performance.&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=SV9_chUpDgc CitizenCon 2951: Gen 12 &amp;amp; The Multicore of Vulkan], Star Citizen, YouTube, 9 october 2021&amp;lt;/ref&amp;gt; It is an alternative to DirectX.&lt;br /&gt;
&lt;br /&gt;
It sits between the render engine and the graphics card driver, allowing the developer a fine grained control over what they develop. It also gives flexibility for cross-platform, including [[StarCitizen:Linux]] as it is an open standard API, contrary to Microsoft proprietary.&lt;br /&gt;
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The design of Vulkan allows to alleviate some CPU bottlenecks by submitting work in parallel to the GPU.&amp;lt;ref&amp;gt;{{Cite RSI|url=https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/a-couple-of-questions-about-the-vulkan-api/3300192|text=If the conversion works, there&amp;#039;ll be no visual difference at all and the performance will be better (in cases where the CPU graphics workload was the limiting factor)|accessdate=August 11th 2020}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; &lt;br /&gt;
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A graphic API is a tool that interfaces between the players graphics card and the developers.&lt;br /&gt;
&lt;br /&gt;
Vulkan has many features that [[StarCitizen:Cloud Imperium|Cloud Imperium Games]] will be exploring in the future, such as variable rate shading, boundless resources and GPU accelerated [[StarCitizen:ray tracing]]. Vulkan can also help collect live hardware data on a large scale that can be used to target specific features and extensions.&lt;br /&gt;
&lt;br /&gt;
Vulkan was a requirement in order to use [[StarCitizen:DLSS]].&amp;lt;ref&amp;gt;{{Cite RSI|url=https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/dlss3/5378017|text=We are very interested in DLSS, but as already said many times we need Vulkan first.|accessdate=September 20th 2022}}&amp;lt;/ref&amp;gt; Its implementation has been worked on in parallel with the development of [[StarCitizen:Gen12]].&amp;lt;ref&amp;gt;{{Cite RSI|url=https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/dlss3/5378547|text=It&amp;#039;s been in development in parallel along Gen12.&lt;br /&gt;
It is to be expected that it won&amp;#039;t take long to have a first Vulkan version running once Gen12 is complete.|accessdate=September 20th 2022}}&amp;lt;/ref&amp;gt; Its implementation is also a requirement before [[StarCitizen:Virtual reality|VR]] can be implemented, including due to its VR dedicated extension.&amp;lt;ref&amp;gt;[https://youtu.be/eSxDQx0AFXs?feature=shared Star Citizen VR QnA Session with Silvan from CIG], Chachi Sanchez, Youtube, 19 December 2021&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=BXNGpg6ZfD0&amp;amp;t=2806s Star Citizen: Reverse the Verse LIVE - All About Alpha 3.5]. Star Citizen, Youtube, 29 mars 2019&amp;lt;/ref&amp;gt;&lt;br /&gt;
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==External Links==&lt;br /&gt;
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*[https://www.vulkan.org/ Vulkan]&lt;br /&gt;
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==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:IRL_companies_%26_organizations]]&lt;br /&gt;
{{Short description|Modern Graphics API}}&lt;/div&gt;</summary>
		<author><name>imported&gt;Mango Gelatin</name></author>
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