Intel merged a change to benefit Intel’s Iris Gallium3D (OpenGL) and ANV Vulkan drivers for making use of the HDC data cache for uniform buffer object (UBO) pulls on Gen12+ hardware, namely Tiger Lake at this point. By making use of the data cache for UBO pulls, there is generally up to another few percent improvements for various OpenGL and Vulkan games running on Linux—either natively or through the likes of the DXVK layer.
Some improvements cited in the merge include:
GTA V DXVK 104.0%
Talos Principle GL 102.8%
Rise of Tomb Raider VK 102.8%
Dark Souls 3 DXVK 101.4%
Witcher3 DXVK 101.3%
Bioshock Infinite GL 100.5%
Doom 2016 VK 97.7%
DGG CEO Dr. Max Limper is co-chair of the Asset Creation TSG. DGG is happy to have had the opportunity to contribute to this effort and believes that these kinds of joined-up activities and achievements will support rapid growth in the industry. DGG has aligned the development of their RapidCompact platform with the Asset Creation Guidelines, so that RapidCompact users can optimize the 3D assets to match with the official publishing targets fully-automatically, without requiring 3D domain expertise. Learn more about DGG, RapidCompant, and how they are working with the Khronos Group 3D Commerce working group.
In December of 2019, LunarG conducted a Vulkan ecosystem survey. Many Vulkan developers shared their requests for improvements. LunarG took those suggestions to heart and created projects to address many of the developer suggestions from the survey. To learn more about the results of these projects, check out the LunarG report that itemizes key requests from the survey and reports on the status of those requests.
The Khronos 3D Commerce™ Working Group was established with the goal of spearheading industry alignment on the creation, management and display of 3D content for e-commerce—and since its formation, the use cases for 3D assets in e-commerce have rapidly expanded. In response, the 3D Commerce Working Group has today released V1.0 of its Realtime Asset Creation Guidelines for use by 3D artists who are familiar with 3D workflows, but new to creating e-commerce 3D assets for cross-platform delivery. Learn more about the Real-time Asset Creation Guidelines.
One challenge to deploying 3D at scale lies in its interoperability, or rather, in its lack thereof. Whilst the dream is to create a fully end-to-end digital workflow made up of previously siloed platforms that now seamlessly integrate and communicate, the reality is that 3D tools today don’t play particularly well with others. This Spotlight offers a roadmap to achieving simple integration and subsequent seamless data flow to underpin a future digital supply chain. You can view all of the panel discussions here:
Blender Foundation is now an official Associate Member of The Khronos Group. The Blender Foundation is an independent public benefit organization with the purpose to provide a complete, free and open source 3D creation pipeline, managed by public projects on blender.org.
Andreas Süßenbach, a senior software developer at NVIDIA, has posted a new developer tutorial on compile-time errors vs runtime errors with Vulkan-hpp. If you are using Vulkan, there are a few ways to create runtime errors. Even with the great validation layers available with Vulkan, you must run that part of the code to detect such errors. When you use Vulkan-hpp, a header-only C++ binding for the Vulkan API, some of those runtime errors are turned into compile-time errors.Read this tutorial to learn more.
Arm NN is an open-source inference engine for CPUs, GPUs and NPUs. It bridges the gap between existing NN frameworks and the underlying IP. Arm NN is built on top of the Arm Compute Library (ACL). This contains a collection of highly optimized low-level functions to accelerate inference on the Arm Cortex-A family of CPU processors and the Arm Mali family of GPUs. For GPUs, ACL uses OpenCL as its compute API. The OpenCL memory model closely maps to the GPU architecture making it possible to implement optimizations that significantly reduce the accessing of global memory. Read on to learn how.
GPUScore Relic of Life is targeted to benchmark high end graphics cards. It is a completely new benchmark with many new features. The main new feature is real-time ray traced reflections and reflections of reflections. The benchmark will not only support Windows & DirectX 12, but also Linux & Vulkan ray tracing. Read on for more news.
This white paper gives a high-level overview of vehicle development, followed by a deep dive in the different software development processes, languages and tools that are required for efficient development of the next generation of intelligent vehicles. This paper especially explores SYCL. Three main challenges are covered: The software development processes, the shift towards CD / CI, and the programming of future - heterogeneous systems using open standards (e.g. SYCL). To this end an overview of the automotive landscape is given, where functional safety standards are now the norm and where open standards for software are becoming the solution for the automotive industry, achieving the demands of ADAS developers and overcoming software development challenges.
Neil Trevett, President of Khronos Group and VP Developer Ecosystems at NVIDIA, joined Red Gaming Tech for a video interview. In the video, they discuss specific Vulkan features and how it’s improved, as well as touching on topics such as ray tracing and next gen graphics.