Vulkan and DirectX Compute
Vulkan and Direct3D 12 are graphics APIs first, and each exposes a compute pipeline as a sibling of its graphics pipeline rather than a separate product. The reason to reach for one of them is almost never raw compute throughput — it's what happens on either side of the kernel. If a compute pass writes into a buffer or texture that a render pass reads next, doing both in the same API keeps the data on the device, in the API's own memory model, with no cross-API copy and no synchronization handoff between two separate runtimes. That's the entire case for this page: not "Vulkan compute is fast," but "Vulkan compute is already where your renderer lives."