European Union-funded researchers have today released a tool suite which enables developers to deliver longer battery life in mobile devices, while ensuring high quality and performance. The LPGPU2 tool-suite helps programmers develop power-efficient code for GPUs by identifying bottlenecks relating to performance (for example in terms of frames-per-second) and power (for example in terms of energy per instruction). The LPGPU2 tool suite has benefited from the expertise of a range of academic and industrial partners including Khronos members Samsung, who designed and implemented the data collection frameworks and feedback engine; Think Silicon validated it on their four-core NEMA GPU system and Codeplay extended AMD’s CodeXL tool, allowing programmers to profile their SYCL applications. Download the tool suite from the GitHub repository.
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.
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.
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.
Fusion3D is a new open source 3D engine currently being developed. It is written in C++ (Using Visual Studio 2017), and is built around the Vulkan API. Fusion3D will support hybrid rendering using the new Nvidia RTX cards, which means your scenes and games can be rendered both with ray-tracing and rasterization techniques. Everyone is welcome to help work on development of this game engine. The project is located on SourceForge and GitHub.
The Khronos Group would like to welcome its newest Associate Member Almalence Inc. Almalence develops computational lens correction technology aimed at improving optical performance of design-constrained VR/AR lenses. While adding no size or weight to the HMD, Almalence Digital Lens enables to achieve high resolution and remove aberrations across the entire field of view and at any gaze direction.
NVIDIA announced Nsight Graphics 2018.4, the first public release of GPU Trace. This release also adds D3D12 Pixel history, supports NVIDIA’s Vulkan ray tracing extension, completes support for the D3D12 RS3 SDK, and improves performance for D3D11 and Vulkan debugging and profiling. Additionally, with this release, the Nsight family of tools is being re-versioned to a year dot release number versioning scheme.
Pumex is a cross-platform renderer that facilitates implementation of different rendering algorithms through the use of render workflow ( aka frame graph ) and simple scene graph. It may render results in parallel to many surfaces at once. Data update stage with user defined constant time step works in parallel to rendering. Pumex delivers extensive set of timeline statistics to help user with bottleneck identification. Renderer is implemented using Vulkan API and modern C++ language ( C++11 to C++17 ).