Industry experts give you the insights you need to decide whether Vulkan is the right API for you. An overview of Vulkan’s benefits for game development, followed by real-world experiences of migrating engines from traditional graphic APIs to this new generation, cross-platform GPU acceleration standard.
Tom Olson: ARM, Vulkan Working Group Chair Tobias Hector: Imagination Technologies,
OpenGL ES Working Group Chair Alen Ladavac: CTO, Croteam
Vulkan Roundtable: The First Six Months – What Have We Learned?
Vulkan was released just a few months ago. This is your chance to interact with hardware and software developers on the leading edge of creating and using this new API. What have we learned so far? What do YOU want to ask about how your game can benefit from Vulkan?
Alon Or-bach: Samsung
Panelists: Tom Olson: ARM, Vulkan Working Group Chair Tobias Hector: Imagination Technologies,
OpenGL ES Working Group Chair Markus Tavenrath: NVIDIA Matthäus Chajdas: AMD Alen Ladavac: Croteam
Vulkan and DirectX12 are new, low-level APIs which require developers to think about graphics in a new way. In many cases game engines need to be restructured to take advantage of low-level parallel submission, asynchronous execution and new state and resource handling features provided by the API. In this lecture, we willl review those new concepts and take a look at how launch titles successfully handled the transition to the new APIs. The presentation will include useful insights gained while developing the first and second wave of Vulkan & DirectX12 titles.
Matthaeus Chajdas (AMD)
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