Samsung us showing that Vulkan isn't just for gaming — it has real-world benefits in daily phone use. Samsung engineers demonstrated a new TouchWiz launcher being developed with Vulkan that not only improves performance but offers a notable battery life boost to your phone.
At the Samsung Galaxy Unpacked 2016 event at MWC in Barcelona, Epic Games announced that Unreal Engine 4 supports the Vulkan API and Samsung mentions Vulkan (video). Samsung showed the ProtoStar real-time 3D experience built with Unreal Engine 4 technology utilizing the Vulkan API, running on the new Samsung Galaxy S7. “Anytime we can converge on an idea, particularly an idea like Vulkan, which is made by the industry, is asked for by the industry, everybody gets stronger.” Wyeth Johnson, Lead Technical Artist, Epic Games. Get Unreal, the first engine to support Vulkan.
Samsung announced the Galaxy S7 and Galaxy S7 Edge today at the Samsung Galaxy Unpacked 2016 event at MWC in Barcelona – and that new Samsung phones will natively support the Vulkan API for leading-edge 3D graphics performance. Samsung also demonstrated the ProtoStar demo from Epic Games utilizing Unreal Engine 4 accelerated by the Vulkan API.
Graphics researchers at Samsung Electronics UK have teamed up with mobile graphics specialists Codeplay, Think Silicon and TU Berlin to develop a tool for enabling smartphone batteries to last longer while running advanced video games and using the camera. "Low-power GPU2" (LPGPU2) is a EU-funded research project into low powered graphics devices. It is the work of a specially formed consortium of three companies and one university, all from across the EU, who are collaborating to deliver advances in tools and applications for energy efficient use of mobile GPUs.
Neil Trevett, President of the Khronos Group recently spoke at the 2015 Q4 Q4 2015 Embedded Vision Alliance Member Meeting on December 9, 2015 in San Jose. This is the slide presentation from that talk.
Imagination Technologies webinar series part II on Vulkan is now online. Vulkan is designed from the ground up with the idea of not being bottlenecked by the CPU, and provides huge efficiency gains over previous generation graphics APIs in this area. This webinar provides an overview of what mechanisms in Vulkan enable this, what this means in practice, and why it is so important for embedded and mobile devices. The episode was presented by Tobias Hector, Software Design Engineer for Vulkan and OpenGL ES, Imagination Technologies. Be sure to add November 19th to your calendar as the webinar series continues with 'Scaling to multiple threads'.
The Khronos Group announced significantly expanded scope and momentum for its family of open standard 3D graphics APIs. Vulkan™, the new generation API for high-efficiency access to graphics and compute on modern GPUs, is on track for implementation and specifications later this year. It has received support from Android, SteamOS, Tizen, and multiple Linux distributions, including Ubuntu and Red Hat. The new OpenGL® ES 3.2 specification absorbs AEP (Android Extension Pack) functionality to enhance pervasive graphics capabilities across mobile, consumer, and automotive devices. A set of OpenGL extensions will also expose the very latest capabilities of desktop hardware.
Press Release (Khronos Press Briefing slidedeck)
In order to address some of the sources of CPU overhead and provide developers with more explicit control over rendering, we’ve been working to bring a new 3D rendering API, Vulkan™, to Android. Like OpenGL™ ES, Vulkan is an open standard for 3D graphics and rendering maintained by Khronos. We’ll be working hard to help create, test, and ship Vulkan, but at the same time, we’re also going to contribute to and support OpenGL ES. As a developer, you’ll be able to choose which API is right for you: the simplicity of OpenGL ES, or the explicit control of Vulkan. We’re committed to providing an excellent developer experience, no matter which API you choose. Vulkan is still under development, but you’ll be able to find specifications, tests, and tools once they are released online.
Rightware, leading provider of user interface solutions, has on May 1st divested its benchmarking business to Basemark Ltd. Basemark has created an independent and focused testing software powerhouse that is able to serve its numerous corporate customers better than being a part of Rightware. Basemark's patented software technology consists of various SoC, GPU and device testing tools that have become industry standard, such as Basemark ES, Basemark OS and Basemark X. Basemark ES 3.1 is the 4th generation of the popular OpenGL ES benchmark for graphics performance comparisons of OpenGL ES 3.1 enabled devices. Rightware will continue to focus extending its world leading position in automotive HMI solutions.
Khronos announced a call for participation today in a project to define a future open standard for high-efficiency access to graphics and compute on modern GPUs. Key directions for the new ground-up design include explicit application control over GPU and CPU workloads for performance and predictability, a multithreading-friendly API with greatly reduced overhead, a common shader program intermediate language, and a strengthened ecosystem focus that includes rigorous conformance testing. Fast-paced work on detailed proposals and designs are already underway, and any company interested to participate is strongly encouraged to join Khronos for a voice and a vote in the development process. Complete information on joining the Khronos Group is available online.