Topics / #vulkan-api

Vulkan API projects on GitHub

Graphics and compute programming using the Vulkan API.

As of , the most-starred Vulkan API projects on GitHub are taichi (28.4K stars), dxvk (18.3K stars) and bgfx (17.6K stars). GitHub.Locker tracks 26 Vulkan API repositories with 115.9K stars combined. The fastest-growing on October 19 was bloodborne_pc, with +192 stars in a day.

26Projects
115.9KStars in total
+888Stars in a day

Hot right now

Most stars gained in a day · Oct 19

The all-time top

26 projects · by stars

  1. #1 · taichi-dev/taichi

    taichi

    Taichi Lang is an open-source language for high-performance GPU programming embedded in Python: you write Python-like code and its JIT compiler turns it into efficient parallel GPU or CPU machine code.

    28.4K
  2. #2 · doitsujin/dxvk

    dxvk

    DXVK is a Vulkan-based translation layer for Direct3D 8, 9, 10 and 11. It lets 3D applications and games run on Linux under Wine by translating D3D calls to Vulkan instead of using Wine's built-in wined3d.

    18.3K
  3. #3 · bkaradzic/bgfx

    bgfx

    A cross-platform, graphics-API-agnostic rendering library in the 'Bring Your Own Engine/Framework' style: you keep your own engine or framework, and bgfx draws its frames across many graphics APIs and platforms.

    17.6K
  1. 4

    Vulkan

    12.2KSaschaWillems/Vulkan · GLSL

    A comprehensive collection of open source C++ examples for Vulkan, the low-level graphics and compute API from Khronos, covering everything from a basic triangle to PBR, deferred rendering and hardware ray tracing.

  2. 5

    renderdoc

    11.2Kbaldurk/renderdoc · C++

    RenderDoc is a stand-alone, frame-capture based graphics debugger for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES, used to debug GPU rendering in your own programs.

  3. 6

    godogen

    7.2Khtdt/godogen · Python

    Godogen is a generator that publishes thin starter repos for Godot, Bevy, or Babylon.js games, which an AI coding agent (Claude Code or Codex) then builds out autonomously from a prompt — writing code, generating assets, running the engine, and proving the result with a live view or a recorded clip.

  4. 7

    bloodborne_pc

    4KSupermedo/bloodborne_pc · C++

    A native Windows port of Bloodborne that runs the PS4 game's own x86-64 code directly on your PC and translates its graphics calls to Vulkan, wrapped in a launcher that handles settings, upscaling, cheats and updates.

  5. 8

    bloodborne_pc

    3.3Kdeadinside28/bloodborne_pc · C++

    bbport is a native Linux port of Bloodborne (CUSA03173, v1.09) that runs the original PS4 executable directly on an x86-64 Linux PC. It isn't a general emulator — the game's own code executes natively, a small custom runtime replaces the PS4 system libraries, and a Vulkan renderer derived from shadPS4 handles the GPU side, including temporal upscaling with FSR 3.1/4/4.1.1.

  6. 9

    BRUTAL

    2Kahwootech/BRUTAL · C#

    BRUTAL is a free, open source C# framework for building games or your own game engine, giving C# direct access to native APIs and Vulkan plus the low-level libraries around them (memory, maths, collections, job scheduling, and more).

  7. 10

    uncharted_pc

    1.6KSupermedo/uncharted_pc · C++

    This is a native Windows port of 'Uncharted: The Nathan Drake Collection', letting the original PS4 game code for Uncharted 1, 2 and 3 run directly on PC with the graphics translated to Vulkan.

  8. 11

    PS5SX2

    1.5KSwordpdf/PS5SX2 · C++

    PS5SX2 is a native port of PCSX2, the PS2 emulator, that runs directly on a jailbroken PS5. It plays PS2 games upscaled up to 6x resolution on a 4K TV using a modified Vulkan driver for the PS5's GPU.

  9. 12

    ShadowOfTheColossus-PC

    1.2KAjncSystem/ShadowOfTheColossus-PC · C++

    It is a native Windows port of Shadow of the Colossus (the 2018 PS4 remake by Bluepoint, CUSA08809), letting the PS4's x86-64 game code run directly on a PC's CPU while the PS4 GPU calls are translated to Vulkan.

  10. 13

    DLSS5-Feeder

    1.1Kjlrouzies-fr/DLSS5-Feeder · C++

    DLSS5-Feeder lets NVIDIA's DLSS 5 neural-rendering add-on work in games that ship with no native DLSS support at all, across D3D11, D3D12, Vulkan, OpenGL, 32-bit builds and even DirectX 9/10 titles. It builds a synthetic DLSS DLAA request out of ReShade's depth buffer and estimated motion vectors, runs a genuine DLSS evaluate, lets the neural add-on hook into it, and copies the result back into the frame.

  11. 14

    OpenDLSS-NR

    941maanHimself/OpenDLSS-NR · JavaScript

    OpenDLSS-NR is a from-scratch Vulkan reimplementation of NVIDIA's DLSS 5 Neural Rendering network, matching the original bit-exactly down to every internal block boundary, not just the final image.

  12. 15

    openOMSI

    657openOMSI-org/openOMSI · Rust

    openOMSI is a from-scratch recreation of the bus simulator OMSI 2, written in Rust with a modern wgpu renderer (Metal/Vulkan/DirectX 12). It loads and plays the original OMSI 2's maps, buses and mods, but contains no game content of its own.

  13. 16

    steamac

    651fxgl/steamac · Swift

    steamac runs Valve's actual ARM64 SteamOS (the Steam Frame image) inside a lightweight VM on Apple Silicon Macs, with GPU acceleration handled through Venus and Vulkan-on-Metal via MoltenVK.

  14. 17

    bbhost

    649droogie/bbhost · C++

    bbhost is a translation layer that runs Bloodborne's own unmodified 1.09 PS4 executable on Windows and Linux, reimplementing the PS4's system libraries and translating its GPU work (GCN shaders and draw calls) to Vulkan, aiming for a definitive PC version with any resolution, 60 fps, keyboard/mouse, mods and online play.

  15. 18

    solo

    643pg83/solo · C++

    SoLo is a C/C++ library that lets a single, fully static musl-linked Linux executable load the host's existing glibc-linked shared objects, such as GPU drivers, at runtime, instead of bundling a container, AppImage, or a second libc.

  16. 19

    MAKO

    620eugeniosegala/MAKO · C++

    MAKO is a Vulkan-powered graphics layer for Linux gaming that brings Lossless Scaling-style frame generation, LS1 spatial scaling, and an open MAKO Scaler to Steam Deck, Steam Machine, and desktop Linux. It is the continuation of the Decky LSFG-VK Experimental and LSFG-VK Experimental projects.

  17. 20

    PS5LM

    583cobanov/PS5LM · C++

    PS5LM turns a jailbroken PlayStation 5 into a private LLM server: it loads a GGUF model onto the console's GPU with llama.cpp and serves it to any device on your home network through OpenAI- and Anthropic-compatible APIs, plus a chat UI on the TV.

  18. 21

    Yakumo

    482TeamGDB/Yakumo · C++

    Yakumo is a static recompilation of the PSP game Monster Hunter Portable 3rd HD Ver. into a native executable: the game's PSP code is translated ahead of time into C++, compiled for your machine, and run on a reimplementation of the PSP system software.

  19. 22

    SuperMarioWonderRecomp

    325BelmanteGu/SuperMarioWonderRecomp · C++

    A static recompilation of Super Mario Bros. Wonder (Nintendo Switch) into native C++, with Nintendo's NVN graphics API reimplemented on Vulkan (MoltenVK on Mac). It lets the game run natively on macOS, Windows, Linux and Android without an emulator.

  20. 23

    MoE4All

    315Headmaster218/MoE4All · Rust

    MoE4All is a portable Windows app that runs large Mixture-of-Experts (MoE) LLMs beyond what fits in VRAM by streaming expert weights between GPU VRAM, system RAM and SSD, built on a Vulkan-first Rust inference engine so consumer AMD (and other Vulkan) GPUs can run huge models locally.

  21. 24

    SkyRecomp

    216Apolinario-coder/SkyRecomp · C

    SkyRecomp is a native PC port of The Legend of Zelda: Skyward Sword HD, created by statically recompiling the original AArch64 (Switch) machine code into native C code that runs with a Vulkan graphics backend on Windows.

  22. 25

    RingOut

    166jackpoison-prog/RingOut · C

    RingOut is a native PC port of a GameCube fighting game (disc ID GRSEAF), made by static recompilation rather than emulation: the original PowerPC executable is translated ahead of time into C, compiled for x86-64, and run as native code inside a Dolphin-derived runtime that handles graphics, audio, input and hardware emulation around it.

  23. 26

    Cobalt64

    148Almosst-DEV/Cobalt64 · C++

    Cobalt64 is an open-source GPU driver that brings native Metal acceleration to modern AMD Radeon GPUs macOS doesn't officially support, starting with the RX 9070 XT (RDNA4, Navi 48).

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