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NVIDIA has put out what they call 'VkHLF', a high level abstraction library on top of Vulkan. Looks like it's under a BSD-style license too.

It's described as so:
QuoteVkHLF is an experimental high level abstraction library on top of Vulkan. It adds features like transparent suballocation, resource tracking on the CPU & GPU and simplified resource creation while staying as close as possible to the original Vulkan API. In contrast to Vulkan-Hpp, which was carefully designed not to introduce any additional cost, this library can add a signifact cost depending on the usage pattern. Though, when used properly, it is possible to use this library with minimal additional cost while improper use can result in OpenGL performance levels.

It's still in the early stages, but it sounds very interesting. It essentially makes working with certain parts of Vulkan easier without adding an overhead if used correctly.

I wonder how many more Vulkan layers we can expect to see?

You can find VkHLF on github. Article taken from
Tags: NVIDIA, Vulkan
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rkfg 10 Jan, 2017
Combining high and low levels is way to go as always. It speeds up developing while allowing for optimizations later if needed. I expect it to be like OpenGL (or even D3D considering it's in C++) in terms of ease of use but with the ability to rewrite slow paths at the lowest level possible. Before only vendors could fix that.

Last edited by rkfg on 10 January 2017 at 9:41 pm UTC
mirv 10 Jan, 2017
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I actually like how they state from the start that it can add overhead if used incorrectly.
I'm in two minds about this really: if you want what amounts to a simplification over Vulkan, just use OpenGL. On the other hand, we should coax people into new & wonderful things, and Vulkan does permit better threading. Also, from what's there so far it looks like it could be quite useful; most devs will implement something similar themselves anyway probably.

Basically I have a natural distrust of Nvidia things, because they like to lock people in, but in this case it looks reasonable to me. Early stages yet, and it won't make learning (or even using) Vulkan generically easier - it might help with resource management a little though.

Be interesting to see where this heads.
EzyRhino 10 Jan, 2017
Why nshidia, why??
Leopard 10 Jan, 2017
EzyRhinoWhy nshidia, why??

Because of Nintendo Switch
tuubi 10 Jan, 2017
If using VkHLF incorrectly can result in performance comparable to OpenGL used correctly, this is a win-win. :)

But seriously, Vulkan needs libs like this to make it accessible to the masses.
Shmerl 10 Jan, 2017
Sounds good. We need more middleware like that.
edo 11 Jan, 2017
We need a layer that makes vulkan as easy to use as metal, that will make many devs lo love it
Shmerl 11 Jan, 2017
Vulkano is easier to use than raw Vulkan:
tuubi 11 Jan, 2017
ShmerlVulkano is easier to use than raw Vulkan:
Yeah, but I don't think game devs will switch to Rust just to use it. Anyway, the more the better. There's never a single approach that works best for everybody.
STiAT 11 Jan, 2017
Hmh, lacking a bit of docs... reading a bit of the sourcecode (for me) does not really tell me how to "properly" use the API.

@Shmerl hmh.. Rust... have dabbled a bit in it, liked it so far. Seems to get more and more popular out there...
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