• Intro to Vulkan for GL developers - (What it means to be an explicit API)• Intro to SPIR-V• Intro to compute with Vulkan• Best practices for memory management, synchronization, command buffers, etc.• Leveraging parallelism with queues• Best practices for performance, debugging, profiling, etc.• Postmortem on porting an engine to Vulkan (like the Khronos GDC 2016 talks)• Designing an engine for Vulkan• Vulkan Performance vs. D3D*, GL, GL AZDO, etc.• "In Defense of Batching" (i.e., is batching still useful at all?)• Vulkan on mobile, e.g., tiling optimizations• Using layers for debugging