Nikkei Electronics Magazine interviewed Neil Trevett, president of The Khronos Group about recent Khronos API highlights, including OpenXR. During the interview, Neil mentioned that we have received many supporters to OpenXR from broad industry and VR/AR community.
AMD released Vulkan Memory Allocator 1.0 (VMA) back in July last year, but haven't posted much since. Version 2.0 of the library was released back in March 2018 and now version 2.1 has been released. This post gives an overview of the changes and version 2.1 is all about.
Some members of the Vulkan working group are developing a multi-vendor EXT extension for transform feedback with the primary goal of satisfying the needs of the DXVK, vkd3d and ANGLE translation layers. The Vulkan working group does not plan to promote this functionality as a KHR extension or as core functionality because it believes there are better, more forward-looking ways of processing and capturing vertex data with the GPU. The multi-vendor EXT extension should be available soon and is likely to be implemented on those platforms where DXVK, vkd3d and ANGLE translation is required.
There have been some discussions around an updated glTF material model to support additional capabilities. Check out this requirements gathering exercise to understand what kind of capabilities everyone would like to see in the next gen material model for glTF. Are there additional capabilities anyone would like to see? Any preferences or priorities on what we should go after next from the list above? Please let us know.
This mini-tutorial presents a simple use-case the new VK_EXT_conditional_rendering extension. With the new VK_EXT_conditional_rendering extension, Vulkan gains the possibility to execute certain rendering and dispatch commands conditionally, based on values stored in a dedicated buffer. So instead of having to rebuild command buffers if the visibility of objects change it’s now to possible to just change a single buffer value and the to control if the rendering commands for that object are executed without the need to touch any command buffers.
Codeplay are pleased to announce that Andrew Richards, CEO & Founder, Charles Macfarlane, VP Marketing & Rod Burns, Developer Relations Manager, will be at this year's AutoSens in Brussels, exhibiting from 17th to 20th September. Codeplay will be there to discuss the use of open standards such as OpenCL and SYCL on heterogeneous processor solutions to enable the latest vision and machine learning applications for automotive.
A 3D version of the Khronos logo has just been uploaded to Sketchfab. This brings our total models to twelve. All of the 3D logo's are available for download from Sketchfab. Vector and bitmap versions of all of the Khronos and Khronos Standards logos are available from our Logo and Trademark page.
MoltenVK 1.0.20 is out as the latest feature update to this Vulkan-over-Metal layer. With the MoltenVK 1.0.20 release there is support for several new extensions including VK_KHR_maintenance1, VK_KHR_shader_draw_parameters, VK_KHR_get_physical_device_properties2, and VK_KHR_push_descriptor. MoltenVK 1.0.20 also adds the ability to track and access supported/enabled extensions and has re-based its SPIRV-Cross code against upstream.
Vulkan multi-GPU support was announced by Khronos in March 2017 but it wasn’t until Vulkan 1.1 was released in March this year that explicit multi-GPU support was added to the API. Now the first AAA game to support multi-GPU in Vulkan has been released - the action-packed Strange Brigade for PC.
AMD's GPUOpen group has released their first beta of the Vulkan Memory Allocator 2.1 release after "many months of development" and as such comes with many new features. VulkanMemoryAllocator is the open-source AMD effort to provide an easy-to-use and integrate Vulkan memory allocation library to ease the process of bringing up new Vulkan code.
Intel’s driver team has published a new graphics driver for all recent GPUs (Intel 6th, 7th and 8th Gen processors) on Windows 10. This driver version exposes Vulkan 1.1.82, and continues to support OpenGL 4.5, exposing the same OpenGL support as v4944 (245 OpenGL extensions). Direct download from Intel is here.
Stardock Entertainment announced the extension of their technology and gaming partnership with AMD. As part of the ongoing partnership, Stardock will optimize the upcoming Star Control: Origins for AMD technologies including AMD Ryzen processors and Radeon FreeSync 2 technology, as well as update the game post-launch with support for the Vulkan™ Graphics API.
Intel has introduced the next part of their Vulkan API-related series of articles. In the Introduction to Vulkan* tutorial, they taught the most important basics. This part of the tutorial will show you how to use your current knowledge to display more complicated scenes.
In March, AMD announced the V-EZ Vulkan wrapper, with an aim to make Vulkan development easier. A few days ago it appears that AMD has moved the V-EZ wrapper to open source: "V-EZ is an open source, cross-platform (Windows and Linux) wrapper intended to alleviate the inherent complexity and application responsibility of using the Vulkan API. V-EZ attempts to bridge the gap between traditional graphics APIs and Vulkan by providing similar semantics to Vulkan while lowering the barrier to entry and providing an easier to use API." (source: GamingOnLinux).
Codeplay's ComputeCpp 1.0 enables SYCL and provides C++ developers with 'High Performance Computing', 'Computer Vision' and 'Artificial Intelligence'. "Codeplay continues to lead the SYCL community, as demonstrated by the release of ComputeCpp 1.0 featuring the industry's first fully conformant SYCL 1.2.1 implementation," said Codeplay's Michael Wong, chair of the SYCL working group and senior member of the ISO C++ Standards committee. "This latest release will empower developers to more easily harness the power of heterogeneous computing. It also helps improve the experience for developers by making it easy to write applications that can take greater advantage of the compute capabilities present in a range of CPUs, GPUs, and other processor types." Learn more about ComputeCpp 1.0 and SYCL, or read up on the history of Codeplay and SYCL.