Arm Mobile Studio provides free tools for tracing OpenGL ES, Vulkan and OpenCL API calls, to help you optimize application performance and system resources. Learn more at the Arm Webinar on April 23. The webinar will be made available online after the event.
Arm Mobile Studio is a suite of free-to-use tools which help game and app developers to reach more of the mobile market by efficiently optimizing and debugging high-end content for all Android devices. It includes the Arm Graphics Analyzer to trace graphics performance issues easily, and Arm Streamline performance analyzer, for a whole-system view of performance to determine bottlenecks quickly across both the CPU and GPU. Arm Mobile Studio supports frame-by-frame analysis of OpenGL ES and Vulkan content and lets you trace Vulkan, OpenGL ES, EGL and OpenCL API calls easily in your game from within the Unreal game engine.
Khronos will be holding their Annual GDC Developer Day Sessions on March 19th in Moscone West Room 2020. The complete schedule is available online:
glTF and WebGL - 10:00am – 11:00am
OpenXR – State of the Union – 11:20am – 12:20pm
Vulkan – State of the Union - 1:20pm – 2:20pm
Making Use of New Vulkan Features – 2:40pm – 3:40pm
Bringing Fortnite to Mobile with Vulkan and OpenGL ES – 4:00pm – 5:00pm
Ubisoft’s Experience Developing with Vulkan – 5:30pm – 6:30pm
Running all day March 18-19 will be the Khronos OpenXR Table at VRDC. Finally on March 20th starting at 6:30pm, there will be the annual WebGL/WebVR Meetup to be held in Galvanize. In past years there were over 200 people attending with only standing room and people being turned away. If you want to get in, show up early. This event will be live streamed on the Silicon Valley WebGL group on Facebook.
If you are attending GDC 2019, be sure to mark March 19th in your calendar. Khronos will be hosting the annual Developer Day sessions in the Moscone West, Room 2020 from 10am to 6:30PM. This year there will be six (6) sessions covering glTF, WebGL, OpenXR, Vulkan and OpenGL ES. There will also be an OpenXR table at VRDC where you can learn more about OpenXR, talk with OpenXR working group members, and learn how your company can implement or join in the development of this important industry standard. The Khronos Group is once again sponsoring the WebGL/WebVR Meetup. Last year we had over 200 RSVPs and an amazing lineup of speakers. Join Khronos member Patrick Cozzi (Cesium) and other speakers for this gathering of the Silicon Valley WebGL/WebVR meetup group.
TensorFlow announced that you will now be able to leverage mobile GPUs for select models with the release of developer preview of the GPU backend for TensorFlow Lite. This new backend leverages. OpenGL ES 3.1 Compute Shaders on Android devices.
In a recent update, Diligent Engine now gives applications direct control of state transitions in Vulkan API and DirectX12. Diligent Engine includes support for Vulkan and OpenGL 4.2 on Win32 and Linux, as well as OpenGL ES 3.0 on iOS and OpenGL 4.1 on macOS.
Basemark has releases version 1.1 of the its multi-platform graphics hardware evaluation tool Basemark GPU for enthusiasts and professionals alike. Basemark GPU 1.1 Benchmark offers unparalleled, objective comparisons between Vulkan, OpenGL, OpenGL ES and now DirectX 12 for graphics performance analysis across both mobile and desktop platforms.
Shader Conductor is one of several open-source projects for going from one shading language to another. With Microsoft’s Shader Conductor the focus is on converting HLSL to GLSL or SPIR-V (OpenGL/Vulkan), ESSL (OpenGL ES), MSL (Apple Metal), and older HLSL shader models. Shader Conductor can handle all shader stages, including geometry and compute shaders. Learn more about this new Open Source project from Microsoft.
Samsung has announced an enhanced iteration of the Vulkan API, which offers a 10% performance improvement as compared to the OpenGL ES. Samsung has also announced new features for GPUWatch, a tool that aids developers monitor and measure performance between Vulkan and OpenGL ES.
Unreal Engine 4.21 continues their pursuit of greater efficiency, performance, and stability for every project on any platform. With the help of Samsung, Unreal Engine 4.21 includes all of the Vulkan engineering and optimization work that was done to help ship Fortnite on the Samsung Galaxy Note 9 and is 100% feature compatible with OpenGL ES 3.1. Projects that utilize Vulkan can run up to 20% faster than the same project that uses OpenGL ES.
Qualcomm has introduced the new Qualcomm Snapdragon 675 Mobile Platform. The Snapdragon 675 offers outstanding gaming, a leap in artificial intelligence (AI) capability and a cutting-edge camera. Premium features in the Snapdragon 675 are enabled by the Qualcomm AI Engine, Qualcomm Spectra ISP, Qualcomm Kryo CPU and Qualcomm Adreno GPU. A number of specific games and game engines have been optimized including Unity, Unreal, Messiah, and NeoX. Qualcomm Technologies also supports popular tools and APIs, including Vulkan, OpenGL 3.2, OpenCL, and Snapdragon profiler.
The 2018 X.Org Developer’s Conference (XDC2018) videos have now been posted online. XCD 2018 saw many Khronos members sponsor this conference, including Igalia, AMD, Arm, COLLABORA, Google, NVIDIA, Intel and Valve. The talks covered Vulkan, OpenGL, OpenGL ES, OpenCL, SPIR-V, GLSL and OpenXR. We’ve compiled a list of all the videos discussing these Khronos standards here, or you can watch all the videos from the conference on the X.Org Foundation YouTube channel.
Khronos has formed a liaison agreement with the Open Geospatial Consortium (OGC) in the interest of jointly advancing open geospatial standards related to AR and VR, distributed simulation, and 3D content services. The liaison will let Khronos and OGC assess standards in these fields as well as identify future potential standards that will facilitate interoperability and hardware capabilities of relevant data sharing and analysis. The collaboration will occur through working groups, forums, workshops, committee activities, etc., and OGC will adopt Khronos standards where appropriate.
GLOVE (GL Over Vulkan) is a cross-platform software library that acts as an intermediate layer between an OpenGL ES application and Vulkan. GLOVE is focused towards embedded systems and is comprised of OpenGL ES and EGL implementations, which translate at runtime all OpenGL ES / EGL calls & ESSL shaders to Vulkan commands & SPIR-V shader respectively and finally relays them to the underlying Vulkan driver.
Qualcomm released a new version of Snapdragon Profiler this week. The system profiler for mobile-based hardware using Qualcomm’s Snapdragon chips now includes support for Vulkan frame captures. Labelling the new Vulkan capability as a beta feature, the 2018.2 release of Snapdragon Profiler includes additional fixes for OpenGL ES frame captures, saving and loading Profiler sessions, and more.