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In April, Khronos introduced the Safety Critical Advisory Forum in response to developers’ growing concerns and demands of functional safety standards on hardware and software. The advice and support that the forum provides to Khronos Working Groups directly contributes to the creation of SC APIs. Members and non-members can contribute in the forum, this blog outlines the benefits of participation.

LunarG has released new Vulkan SDKs for Windows, Linux, and macOS based on the 1.1.77 header. Changes and additions to Vulkan SDK 1.1.77 include: Linux SDK is now packaged as a tar.gz file instead of a .run file; Many bug fixes, increased validation coverage and accuracy improvements, and feature additions and new extensions for this SDK release: VK_KHR_get_display_properties2 and
VK_KHR_draw_indirect_count.

The Khronos Group NNEF Working Group Chair Peter McGuinness discusses fragmentation in the Machine Learning field. Machine learning capabilities are being added to everything from social media platforms, IoT devices and cameras to robots and cars. The pace of innovation is leading to fragmentation, and one potential consequence of that fragmentation is a risk of stalling. A universal transfer standard for neural networks will cut down time wasted on transfer and translation and provide a comprehensive, extensible and well-supported solution that all parts of the ecosystem can depend on. The Neural Network Exchange Format is one of two standards currently being developed to satisfy this need. Learn more about NNEF and how it aims to solve this issue.

LunarG has updated its white paper that describes using spirv-opt to reduce SPIR-V size. New discussions include using spirv-opt to “legalize” SPIR-V when generated from HLSL; SPIR-V integration with the glslang and dxc frontends; description of new size reduction passes available in spirv-opt; and updates to the recommended recipe for those who wish to customize their optimization.

The X-Plane cross-platform flight simulator has been depending upon OpenGL for nearly two decades since the program first came into existence, but a port of its rendering engine to use the Vulkan API has been a work-in-progress. It looks like their Vulkan support is getting squared away as the company has tweeted this weekend they will be talking about Vulkan integration this weekend at the Flight Sim Expo in Las Vegas.

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