Khronos News

If you're a game developer and not yet up to speed on Vulkan*, you should be. Vulkan APIs are one of the industry's hottest new technologies. They support multithreaded programming, simplify cross-platform development and have the backing of makers of major chips, GPUs, and devices. Vulkan APIs are positioned to become one of the next dominant graphics rendering platforms. Characteristics of the platform help apps gain longevity and run in more places. You might say that Vulkan lets apps live long and prosper—and this code sample will help get you started.

Khronos member Cadence Design Systems, and ArcSoft, announced they have partnered to develop AI and vision applications for Cadence Tensilica Vision DSPs. The OpenVX conformant Vision P6 DSP supports AI applications developed in the Caffe, TensorFlow and TensorFlowLite frameworks through the Tensilica Xtensa Neural Network Compiler, Android Neural Network API for on-device AI acceleration in Android-powered devices and includes complete, optimized support for more than 1,500 OpenCV-based vision and OpenVX 1.1 library functions.

Magic Leap released a handful of tutorials and assets files that will help developers get a head-start in creating mixed reality content on Magic Leap One. Magic Leap said that Unity and Unreal already offer optimizations for Magic Leap hardware. The headset has full support for OpenGL 4.5 and OpenGL ES 3.1, but Magic Leap recommends building applications with the Vulkan API for the best performance.

The Khronos Group announces the availability of the SYCL Adopters Program for the C++-based programming framework for parallel programming. Under the Adopters Program, implementers of SYCL 1.2.1 can access an extensive conformance test suite, and then upload their test results to Khronos for review and the opportunity to become officially conformant. Together with the SYCL Adopters Program, Khronos also announces the release of a maintenance update for SYCL 1.2.1, delivering specification clarifications that enable enhanced run-time optimizations.

Adam Sawicki, a member of AMD RTG’s Game Engineering team, has spent the best part of a year assisting one of the world’s biggest game studios in porting one of their AAA games to the Khronos Vulkan API. That kind of experience — embedded with the game developer and working hands-on in their codebase alongside their own engineers — is always worth sharing whenever possible. Adam has turned what he learned into a general presentation aimed at those looking to port a game engine to either Vulkan or DirectX 12.

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