
How do we solve the challenges of glTF asset creation? Artists can leverage glTF to create rich 3D visuals, but the process can be difficult. Assets can be difficult to create, many 3D assets are still not compatible, the tooling ecosystem has gaps, and rendering can be inconsistent. However, solutions are on the horizon! This webinar on November 3rd will showcase the work currently taking place within the Khronos Group to address the current challenges and how to solve them. It will be followed by a Q&A session with the speakers and a panel of industry experts.

Join us today at 9am PT to learn about cross-vendor mesh shading and source-level shader debugging with RenderDoc. The webinar will provide instructions, recommendations, and demonstrations. In addition, there will be Q&A sessions. Join us today!

OpenCL Tooling Task Sub Group (TSG) is actively contributing to the LLVM compiler infrastructure project and is determined to bring first-class support for OpenCL and SPIR-V to LLVM. While the latest release of Clang brought the long-awaited support for the OpenCL 3.0 standard, C++ for OpenCL 2021 kernel language, and the SPIR-V generation interface utilizing an external tool llvm-spirv from the SPIRV-LLVM-Translator repository, the work on the native GlobalISel-based SPIR-V backend continues at full speed. SPIR-V updates and many other exciting changes in the SPIR-V and OpenCL world will be discussed in depth at the upcoming 2022 LLVM Developers’ Meeting.

New Features Added to All Vulkan SDKs include:
Two new and important features have been added to GFXReconstruct:
- The “Virtual Swapchain” feature fixes incorrect screen output when swapchain image acquisition order or count is different on the target platform. Virtual Swapchain is enabled by default but can be disabled. See the GFXReconstruct documentation for more information.
- The new gfxrecon-convert tool (a.k.a. gfxrecon.py convert) produces JSONlines output representing all the Vulkan commands in a GFXReconstruct capture. For more information, see the “JSON Lines Conversion” section of the GFXReconstruct documentation.
The Vulkan Configurator (vkconfig) has been updated to improve quality and stability. See the Vulkan Configurator documentation for more information.
The HW Capability viewer from GPUInfo.org is included in the SDK (with an option to auto-launch), and much more…

Venus is a virtual Vulkan driver based on the Virtio-GPU protocol. Effectively a protocol on top of another protocol, it defines the serialization of Vulkan commands between guest and host. This blog covers details of the Venus driver, its components, and their relations in the context of extensions.

MoltenVK 1.2 was tagged today and with this version there is now support for Vulkan 1.2. This MoltenVK 1.2 release is built against the Vulkan SDK 1.3.231 and also exposes SPIR-V 1.4 support, KHR_shader_float_controls, improves Vulkan semaphore functionality, memory leaks have been addressed, crash fixes, and a variety of other improvements for mapping Vulkan to Metal.

7invensun is the first technology company in China with independent proprietary and intellectual property rights. It has been focusing on eye tracking technology, eye movement control, researching and innovation of vision capture and artificial intelligence as well as committing to upgrading and optimizing the interaction between devices and end-users. Let the world understand all secrets in your eyes. We manage to widely apply the advanced eye tracking technology to smartphones, VR, user studies, medical care, automobiles, aviation etc. So humans can interact with devices in a more natural way.

Innosilicon is a world class one-stop shop of high-speed mixed signal IPs and ASIC custom solutions for a full range of processes from 130nm to 5nm across the world’s top foundries. So far, Innosilicon is the sole technology partner in China who has access to the 5nm process library provided by Samsung and TSMC combined with the design-to-tapeout capability. Backed by its 16 years of technical expertise in developing cutting-edge IPs and ASIC products, Innosilicon has assisted our valued partners, including Amazon, AMD, Cypress, Google, Microchip, Micron, Microsoft, Synaptics, and OnSemi to name but a few, in achieving the success of billions of chips in mass-production, being at the forefront for 10 consecutive years.

Rendering in VR demands that hardware and applications maintain very high frame rates. A typical PCVR (PC and VR) setup comprises a PC connected to a head-mounted device (HMD) and a pair of hand-held controllers that must all function in real-time. This setup must contend with fluid controller and game movements, 6DoF animations, head movements, and two render passes (one per eye) at 90 to 120 FPS. Switch this setup to a wireless HMD, and the communications channel (e.g., Wi-Fi, 5G, etc.) must also be up to the task of real-time data transfer.
Last year, Qualcomm collaborated with Guy Godin, creator of Virtual Desktop, to enhance PCVR rendering performance. Qualcomm added Space Warp functionality to their Adreno Motion Engine which runs on all headsets powered by the Snapdragon XR2 and its Qualcomm Adreno GPU. Space Warp produces missing frames just-in-time on the HMD with no PC overhead, thus reducing PC-to-HMD bandwidth and stress on the encoder. This doubles the available PC render time and the effective encoder bitrate for PCVR-to-HMD streaming.

The NVK driver has been written almost entirely from scratch using the new official headers from NVIDIA. Mesa translates specifications to vendor-specific graphics hardware drivers. The long-term hope is for NVK to be for NVIDIA hardware what RADV is to AMD hardware.

Ahead of the flagship Arc Graphics A770 launching on 12 October, Intel’s Mesa “ANV” open-source Vulkan driver exposes the ray-tracing support for DG2/Alchemist graphics hardware.

AMDVLK 2022.Q3.5 adds support for the VK_EXT_depth_clamp_zero_one extension, performance tuning for Doom Eternal and Yquake2 and other games, enables acquire-release barrier support, and enables MSAA anti-aliasing decompression using the compute engine. The driver has also been built against the Vulkan API 1.3.228 headers.

Recently the open-source AMD OpenGL driver “RadeonSI” enabled OpenGL threading by default for the “glthread” option that has long been opt-in on a per-game/app basis. Along with that has been a number of glthread-related improvements to this code that punts executing OpenGL calls to a separate CPU thread. The Zink OpenGL-on-Vulkan driver has now unconditionally enabled OpenGL threading too.