# How do I use Vulkan?

**URL:** <https://forums.unrealengine.com/t/how-do-i-use-vulkan/87048>\
**Category:** Rendering\
**Tags:** unreal-engine\
**Created:** [March 7, 2017, 9:06pm UTC](https://forums.unrealengine.com/t/how-do-i-use-vulkan/87048 "2017-03-07T21:06:18Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Waves](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/waves/32/1009258_2.png) [@Waves](https://forums.unrealengine.com/u/Waves)\
**Post date:** [March 7, 2017, 9:06pm UTC](https://forums.unrealengine.com/t/how-do-i-use-vulkan/87048/1 "2017-03-07T21:06:18Z")

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Let say I am developing a game for android and it is drawcall heavy (from a mobile prespective). So I can select the new Vulkan build in the editor but how can Vulkan help me with this? Do I need to change the way I setup materials or design levels or add custom code somewhere? Or is Vulkan transparent to me handled entirely by engine code and shaders?

Most online resources I have found deal mostly with enabling vulkan in the editor without much explanation of what if anything else needs to be done or how to measure the difference in performance etc.

Hoping someone will shed some light on this.

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**Author:** ![Amsanity](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Amsanity](https://forums.unrealengine.com/u/Amsanity)\
**Post date:** [March 8, 2017, 11:13am UTC](https://forums.unrealengine.com/t/how-do-i-use-vulkan/87048/2 "2017-03-08T11:13:35Z")

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[https://docs.unrealengine.com/latest/INT/Platforms/Android/VulkanMobileRenderer/](https://docs.unrealengine.com/latest/INT/Platforms/Android/VulkanMobileRenderer/)

Once enabled, you’re using it.
