GameWorks Vulkan Graphics Samples Documentation
Device Generated Commands Vulkan Sample
This sample demonstrates the basic uses cases for using GPU work creation via the VK_NVX_device_generated_commands Vulkan extension
Dedicated Allocation Vulkan Sample
This sample demonstrates how to use the VK_NV_dedicated_allocation extension for images
Hello Vulkan Sample
This sample demonstrates the bare-bones basics of using a Vulkan command buffer, vertex buffers, etc to render.
ModelTestVk Sample
This sample demonstrates how to render rigid models using Vulkan, including transforms and materials.
Shuffle Intrinsics Vulkan Sample
This sample demonstrates the basic uses cases for using warp vote and warp shuffle intrinsics
Vulkan Skinning Sample
This sample demonstrates how to render skinned meshes in Vulkan using both one or two bones in a vertex shader. Skinning allows organic shapes (such as humans) to deform nicely around joints as they bend. Without skinning, joints have a rigid appearance that is more similar to a mechanical joint like you would see in a robot.
Threaded Rendering Vulkan Sample
This sample demonstrates how to render enormous amounts of geometry by generating not only animation data but even command buffers in multiple threads using Vulkan.