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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.

How to use Vulkan

Configure your game engine to enable Vulkan on supported Android devices and manage fallback behavior.

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. Refer to Customizing Device Profiles and Scalability for Android for more information. Remember to keep your BaseDeviceProfile.ini file updated. As new device drivers may fix previously known bad devices, you don't want to miss out on optimizations that you will get from the updated device drivers.

How to check dEQP Level

The drawElements Quality Program (dEQP) is a conformance test suite that verifies a device's Vulkan capabilities and driver stability. Checking the device's dEQP level (vk_deqp_level) ensures its Vulkan driver meets minimum stability standards, helping you avoid driver issues and rendering artifacts before enabling Vulkan.

Unity

Check the Android device's vk_deqp_level using the VkQuality Unity engine plugin to safely enable Vulkan.

Unreal

Check the Android device's vk_deqp_level in Unreal Engine using the DEQP_UPL.xml file.

To use the file, download DEQP_UPL.xml and register it in your project's Build.cs file:

if (Target.Platform == UnrealTargetPlatform.Android)
{
    AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "DEQP_UPL.xml"));
}

When you build and run your game, Logcat displays the dEQP check result:

UE_RHI_Selector: ==================================================
UE_RHI_Selector: Device Model   : Pixel 10 Pro XL
UE_RHI_Selector: OS Version     : Android 16
UE_RHI_Selector: API Level      : 36
UE_RHI_Selector: Device dEQP    : 0x7e90301 (2025-03-01)
UE_RHI_Selector: Target dEQP    : 0x7e80301 (2024-03-01)
UE_RHI_Selector: Modern Vulkan? : true
UE_RHI_Selector: ==================================================
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Last updated 2026-06-24 UTC.

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