Maybe you have heard of Vulkan, the new graphics API? Why should you as a game developer care about it anyway, if you are already using an engine like Unity or Unreal? What’s the difference to OpenGL or DirectX? You know all that already, but you heard it’s time consuming to use and wonder why you should give it a try? You have already tried it, but the validation layer complains about your pipeline barrier not having the correct flags and you don’t know why? In this talk I want to answer the questions you have about Vulkan with the knowledge and experience I gained during over a year of using it.