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Popular multi-platform game engines have supported Vulkan for some time.
However, due to varying levels of device support, these game engines have
implemented ways to allowlist good devices and denylist known bad devices.
You can start from these engines' default list and let the engine automatically
use Vulkan on supported devices and fall back to OpenGL ES for non-supported
devices.
Unity
To enable automatic device selection on Unity, follow the steps to configure
Auto Graphics API.
Use the VkQuality Unity engine plugin to
provide launch-time recommendations of the graphics API for your game to use on
a specific device.
Unreal Engine
To enable automatic device selection on Unreal Engine, follow the steps to
Support Vulkan. When you
select both Support Vulkan and Support OpenGL ES 3.2, Unreal uses Vulkan
by default. If the device doesn't support Vulkan, Unreal falls back to
OpenGL ES 3.2.
If you are using specific Vulkan features that are known to behave badly on
certain devices, you can customize your BaseDeviceProfile.ini file to exclude those
devices. Check out Customizing Device Profiles and Scalability for Android
to learn how to customize it. Remember to keep your BaseDeviceProfile.ini file
updated. As new device drivers may fix previously known bad devices, you do not
want to miss out on optimizations that you will get for free from the updated
device drivers.
Content and code samples on this page are subject to the licenses described in the Content License. Java and OpenJDK are trademarks or registered trademarks of Oracle and/or its affiliates.
Last updated 2024-05-22 UTC.
[[["Easy to understand","easyToUnderstand","thumb-up"],["Solved my problem","solvedMyProblem","thumb-up"],["Other","otherUp","thumb-up"]],[["Missing the information I need","missingTheInformationINeed","thumb-down"],["Too complicated / too many steps","tooComplicatedTooManySteps","thumb-down"],["Out of date","outOfDate","thumb-down"],["Samples / code issue","samplesCodeIssue","thumb-down"],["Other","otherDown","thumb-down"]],["Last updated 2024-05-22 UTC."],[],[],null,["# Game engine support\n\nPopular multi-platform game engines have supported Vulkan for some time.\nHowever, due to varying levels of device support, these game engines have\nimplemented ways to allowlist good devices and denylist known bad devices.\n\nYou can start from these engines' default list and let the engine automatically\nuse Vulkan on supported devices and fall back to OpenGL ES for non-supported\ndevices.\n\nUnity\n-----\n\nTo enable automatic device selection on Unity, follow the steps to configure\n[Auto Graphics API](/games/engines/unity/start-in-unity#auto_graphics_api).\n\nUse the [VkQuality Unity engine plugin](/games/engines/unity/unity-vkquality) to\nprovide launch-time recommendations of the graphics API for your game to use on\na specific device.\n\nUnreal Engine\n-------------\n\nTo enable automatic device selection on Unreal Engine, follow the steps to\n[Support Vulkan](/games/engines/unreal/unreal-on-android#vulkan). When you\nselect both **Support Vulkan** and **Support OpenGL ES 3.2**, Unreal uses Vulkan\nby default. If the device doesn't support Vulkan, Unreal falls back to\nOpenGL ES 3.2.\n\nIf you are using specific Vulkan features that are known to behave badly on\ncertain devices, you can customize your `BaseDeviceProfile.ini` file to exclude those\ndevices. Check out [Customizing Device Profiles and Scalability for Android](https://dev.epicgames.com/documentation/en-us/unreal-engine/customizing-device-profiles-and-scalability-in-unreal-engine-projects-for-android#androiddeviceprofiles)\nto learn how to customize it. Remember to keep your `BaseDeviceProfile.ini` file\nupdated. As new device drivers may fix previously known bad devices, you do not\nwant to miss out on optimizations that you will get for free from the updated\ndevice drivers."]]