LunarG released new SDKs for Vulkan 22.214.171.124 that include the most recent extensions and a new Khronos Validation Layer. Much of the documentation for this SDK can be found in the Getting Started Guide, located in the Documentation directory of the SDK and on the Vulkan SDK Download site.
NVIDIA Tech Blog: Learn more about machine learning acceleration in Vulkan with cooperative matrices by NVIDIA experts. If the Cooperative Matrix Vulkan extension is interesting to you, you can try it out right now! It is shipping for Turing-based GPUs in NVIDIA driver versions 419.09 (Windows) and 418.31.03 (Linux). Links to all the relevant specifications are here.
This is a part 2 in a series exploring Granite‘s Vulkan backend. See part 1 for an introduction. Part 2 dives into code, and starts with the basics. The focus will be to discuss object lifetimes and how Granite deals with the Vulkan rule that you cannot delete objects which are in use by the GPU.
The focus of this NVIDIA tutorial and the provided code is to showcase a basic integration of ray tracing within an existing Vulkan sample, using the VK_NV_ray_tracing extension. Note that for educational purposes all the code is contained in a very small set of files. A real integration would require additional levels of abstraction.
If you weren’t able to attend GDC this year to catch the AMD Advanced Graphics Techniques Tutorial Day and the AMD Sponsored Sessions in person, or you did but still wanted to grab the presentation content for your archives, AMD thought it’d be a good idea to put together a list for both, like they did last year. Check out the lists for session and speaker names, and direct download links with file types and sizes.
As part of our optimisation work, we have added Vulkan support to the game. We have been able to do this not only for Beyond, but for the current live version of the game. OpenGL has been replaced by Vulkan. Many players, particularly players with AMD graphics cards, should see a performance improvement. Read on to learn more about Vulkan and VR announcements.
Flax Engine moves towards cross-platform gaming. Adding Vulkan rendering backend implementation into the engine resulting in greater efficiency, performance, and stability. We see a huge potential of Vulkan API as it opens ways to new areas for Flax to expand including Linux and Android support.
Arm Mobile Studio provides free tools for tracing OpenGL ES, Vulkan and OpenCL API calls, to help you optimize application performance and system resources. Learn more at the Arm Webinar on April 23. The webinar will be made available online after the event.
Arm Mobile Studio is a suite of free-to-use tools which help game and app developers to reach more of the mobile market by efficiently optimizing and debugging high-end content for all Android devices. It includes the Arm Graphics Analyzer to trace graphics performance issues easily, and Arm Streamline performance analyzer, for a whole-system view of performance to determine bottlenecks quickly across both the CPU and GPU. Arm Mobile Studio supports frame-by-frame analysis of OpenGL ES and Vulkan content and lets you trace Vulkan, OpenGL ES, EGL and OpenCL API calls easily in your game from within the Unreal game engine.
CodeProject has started a series on using Vulkan with Kotlin Native. Part I of the project covers the initial setup, while Part II continues the series with creating native windows for Linux and Windows.
In a recent article of Science Advances, we introduced a WebGL library Abubu.js that makes easier to program and create high-performance simulation of cardiac dynamics and other large-scale systems like fluid flow and crystal growth. Making these kind of simulations and studies accessible to virtually anyone with a modest computer. For cardiac dynamics, this approach will allow not only scientists and students but also physicians to use physiologically accurate modeling and simulation tools that are interactive in real time, thereby making diagnostics, research, and education available to a broader audience and pushing the boundaries of cardiac science.
Codeplay Software has announced the availability of this fully supported edition of their popular SYCL implementation providing advanced features and premium technical support to developers seeking to bring advanced vision and AI products to the market. The first releases will support Intel GPUs and Renesas R-Car products, with other platforms becoming available soon.