News Archives

AMD released three updates this week with Vulkan improvements: The 18.12.2 Radeon driver, Vulkan Memory allocator and the AMDVLK open-source Vulkan driver. The AMDVLK 2018.Q4.4 update enables some additional features to allow up to 5% performance gains for tessellation workloads, enables the atomic optimizer, updates the Vulkan headers against v1.1.94, enables primitive under estimation for VK_EXT_conservative_rasterization, and has a number of fixes. The Vulkan Memory allocator sees many major changes including the addition of structure member VmaVulkanFunctions::vkCmdCopyBuffer. And finally the Radeon Software Adrenalin 2019 Edition 18.12.2 sees improved Vulkan support with 3 new extensions: VK_EXT_inline_uniform_block, VK_KHR_swapchain_mutable_format, VK_EXT_scalar_block_layout. Additionally Sparse Support is enabled.

Radeon GPU Profiler 1.4 – OpenCL profilingThe Khronos Group OpenCL API is a SIMD programming model which maps well to the GPU but mostly bypass the fixed graphics-specific logic. The latest Radeon GPU Profiler 1.4 (RGP) now has the ability to profile OpenCL workloads in RGP. Most of the major RGP features that you’re used to using for profiling graphics workloads generated by Vulkan and DirectX 12 are there when profiling OpenCL applications, including the workload and barrier overviews.

This Rust crate by @gwihlidal, a Senior Rendering Engineer II at Electronic Arts (EA), provides an FFI layer and idiomatic rust wrappers for the AMD Vulkan Memory Allocator (VMA) C/C++ library. Designed to help game developers to manage memory allocations and resource creation by offering some higher-level functions. vk-mem is Cross-platform: Windows, Linux and macOS (MoltenVK).

New post on Gamasutra, "Explicit resource state management and synchronization is one of the main advantages and main challenges that modern graphics APIs such as Direct3D12 and Vulkan offer application developers. It makes parallel command recording very efficient, but getting state management right is a challenging problem. This article explains why explicit state management is important and introduces a solution implemented in Diligent Engine, a modern cross-platform low-level graphics library."

Students of Patrick Cozzi, glTF Working Group Chair, in the GPU course at University of Pennsylvania will be live streamed Monday, December 10, at 6pm EST. The students have built final projects with everything from WebGL to Vulkan to CUDA to DXR - ranging from photon mappers to water sims to feature detection algorithms. Many of the projects use glTF for models.

aiSim2 Delivers New Levels of Realism for Autonomous Technology Simulation using VulkanAImotive has released its aiSim2 simulator to significantly upgrade the speed and quality of testing and validating self-driving solutions. aiSim2 is the next generation of the award-winning aiSim1, powered by a purpose-built engine that ensures a high level of physical realism, deterministic running alongside optimized hardware utilization and flexibility. aiSim2 is built on AImotive’s experience developing aiDrive, a full stack self-driving software solution. The new simulator offers flexibility and scalability by being hardware agnostic, utilizing The Khronos Group’s Vulkan API to maximize portability and flexibility to enable efficient execution on a wide range of single and multi-GPU system configurations.

Intel’s open-source programming function computer vision library OpenCV has released the first stable version in its 4.0 line. Release highlights list the dnn module now includes experimental Vulkan backend, and the popular Kinect Fusion algorithm has been implemented and optimized for CPU and GPU using OpenCL.