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Update: About Godot 4, Vulkan, OpenGL ES 3 and OpenGL ES 2

As Godot 4.0 with Vulkan gets closer, the developers have posted an update to clarify the direction that Godot 4 is taking for OpenGL ES. The renderer design and all resulting code has been re-implemented entirely from scratch in order to support Vulkan and modern rendering techniques. This will have taken close to three at the time of release. As such, OpenGL ES will not be supported in Godot 4. The goal is to support OpenGL ES 3 starting in Godot 4.1. There is more information which you can learn about from the Godot Engine team here.

NVIDIA Shows Wolfenstein: Youngblood Running on Arm Using Vulkan

At Game Developers Conference today, NVIDIA demonstrated GeForce RTX technologies on the Arm platform using Vulkan to show how advanced graphics can be extended to a broader, more power-efficient set of devices. The demos included Wolfenstein: Youngblood from Bethesda Softworks and MachineGames, as well as The Bistro from the Open Research Content Archive running in real time on a MediaTek Arm platform with ray-traced graphics. The demos are made possible by NVIDIA extending support for its software development kits for implementing five key NVIDIA RTX technologies to Arm and Linux using the Vulkan API.

Researchers showcase work on bringing OpenCL programming framework to RISC-V chips

A paper presented at the Fifth Workshop on Computer Architecture Research with RISC-V (CARRV 2021), concentrates wholly on off-the-shelf RISC-V chips – introducing support for the Open Computing Language (OpenCL) heterogeneous programming framework commonly used to spread scientific workloads across CPUs, GPUs, and other accelerators. The OpenCL implementation, which resulted from the team’s research, required no changes to the processor designs themselves, and is compatible with a range of parts – from high-performance multi-core processors to low-profile embedded implementations.

New glTF Extensions Raise the Bar on 3D Asset Visual Realism

Today, the Khronos Group announces the public release of the latest set of Physically Based Rendering (PBR) material extensions for the Khronos glTF™ 3D asset format. The new extensions enable material properties such as refraction, color attenuation, and volumetric properties to be used by diverse renderers from real-time rasterization to production-class path-tracing. glTF is a flexible, royalty-free asset format from Khronos designed for efficient run-time transmission and loading of 3D scenes and models on a wide variety of platforms including web browsers, mobile devices, PC desktops and the cloud. Leading rendering engines such as Babylon.js, Google’s Filament, and three.js already support some or all of the new PBR extensions, together with applications including Adobe’s Substance 3D Stager, Dassault Systèmes 3DEXPERIENCE Platform, DGG RapidCompact and UX3D’s Gestaltor.

OpenCL 3.0.8 Released

OpenCL 3.0.8 has been released with new integer dot product extension. An especially useful extension for accelerated inferencing using quantized neural networks.

Dassault uses glTF to transform engineering data into maneuverable, online 3D marketing assets

Companies no longer need to manufacture their product before they create assets to promote it. New, digital technologies are poised to transform engineering and design data into easy-to-share visualizations for powerful online product experiences. Resulting in realistic 3D marketing assets that, thanks to a fast-developing open standard asset format called glTF, can be viewed and manipulated on any device.

Phasmophobia to get OpenXR Support

Phasmophobia has outlined plans for future updates with new content, an overhaul of the progression system, and OpenXR support. Swapping OpenVR to OpenXR will allow support for new headsets and controllers with easier integration.

CesiumJS 1.83 released with support for KTX 2.0

Cesium released CesiumJS 1.83 and added support for KTX 2.0 and Basis Universal compressed textures, bringing transmission and runtime optimizations for global imagery. Cesium added support for glTF models with the KHR_texture_basisu extension and added support for 8-bit, 16-bit, and 32-bit float KTX2 specular environment maps.

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