AMD has released their Vulkan 1.2 driver as part of the official Radeon Software Adrenalin 2020 Edition 20.1.2. Vulkan 1.2, released on January 15, 2020, is a large update which promoted many extensions into the core API. You can download the latest Radeon Software Adrenalin 2020 Edition here.
Khronos Group member Deloitte has posted an in-depth article on how Augmented reality and 3D technologies are changing how customers shop both online and in-store. Deloitte’s research has shown that most consumers today still prioritize value, product, and convenience while making their purchasing decisions. Learn how Augmented Reality, along with Khronos’ WebGL, glTF and 3D Commerce fit into the shopping experience.
The Khronos Group announces the release of the Vulkan 1.2 specification for GPU acceleration. This release integrates 23 proven extensions into the core Vulkan API, bringing significant developer-requested access to new hardware functionality, improved application performance, and enhanced API usability. Multiple GPU vendors have certified conformant implementations, and significant open source tooling is expected during January 2020. Vulkan continues to evolve by listening to developer needs, shipping new functionality as extensions, and then consolidating extensions that receive positive developer feedback into a unified core API specification. Khronos and the Vulkan community will support Vulkan 1.2 in a wide range of open source compilers, tools, and debuggers by the end of January 2020. Driver release updates will be posted on the Vulkan Public Release Tracker.
Find more information on the Vulkan 1.2 specification and associated tests and tools at:
Vulkan Working Group member James Jones, Principal Software Engineer at NVIDIA, has written a Khronos Blog on using Vulkan Timeline Semaphores in Vulkan 1.2. The new timeline semaphore synchronization API shipping as VK_KHR_timeline_semaphore, and a core feature of Vulkan 1.2, defines a primitive containing a superset of both the original VkSemaphore and VkFence primitives, while simultaneously eliminating many of the most painful limitations of the previous APIs. Learn how this new feature in Vulkan 1.2 works with code examples.
Diligent Engine is a modern cross-platform abstraction layer for Vulkan, OpenGL, OpenGL ES, Direct3D11 and Direct3D12. In release v2.4.b, Diligent Engine enabled MSAA and bindless resources, implemented GPU queries, added new tutorials as well as made major improvements to code quality assurance by enabling automated unit tests, format validation and static code analysis.
Datakit’s latest 2D and 3D data exchange software update comes with many new features. The previous version of the Datakit software had added the possibility of converting files to FBX and glTF with CrossManager. These formats have now also been added to CrossCad/Ware, the Datakit SDK. Software developers can now offer to export FBX or glTF files from their own software by integrating the Datakit API.
GPUOpen has announced the release of Radeon GPU Profiler (RGP) v1.7. This release adds support for the latest Radeon graphics cards: the RX 5500 series and the RX 5300 series. RGP generates easy to understand visualizations of how your DirectX12, Vulkan, and OpenCL applications interact with the GPU at the hardware level. Profiling a game is both a quick and simple process using the Radeon Developer Panel and our public GPU driver.
The aim of this guide from Codeplay Software is to summarize and analyze the different techniques for deciding what work group size to use for optimal performance, and explain what needs to be considered when choosing an ideal work group size value. The techniques covered in the guide are a summary of the most common ones used across the GPGPU industry, not just for SYCL.
Some light Friday afternoon reading on OpenXR Frame Timing from @casseveritt. The concept of frame timing in traditional display real-time graphics is not particularly complex. There’s a frame loop that is usually throttled in some way to align with the refresh rate of the display. And for the most part, apps can use the current time as a plausible estimation of when the frame they’re currently defining will be displayed. Head mounted displays introduce much greater latency sensitivity because we need the images (one per eye) that are currently being displayed to be based on your actual current head pose. If they aren’t, your human visual system will be Very Unhappy. Read-on to learn about Frame Timing with OpenXR.
Jon Peddie Research’s 2019 year in review includes a Khronos 2019 review by Neil Trevett, President of The Khronos Group, including working group successes and milestones.