This blog series discusses the port of the game Detroit: Become Human from PlayStation® 4 to P and is written jointly by Ronan Marchalot, 3D engine director, and 3D engine senior developers Nicolas Vizerie and Jonathan Siret from Quantic Dream, along with Lou Kramer, who is a developer technology engineer from AMD. The first instalment in this series walks the reader through choosing an API: Already having an OpenGL working version, the choice is between Direct X 12 and Vulkan. Read the post to learn which was chosen.
Atypical Games, with support from Samsung, took on the task of implementing Vulkan support into their engine. In this blog, Razvan Baraitaru, Atypical Games, will share his experiences with porting to Vulkan and then later Calum Shields, Samsung, will discuss some of the issues that cropped up in the Android implementation of “Sky Gamblers: Infinite Jets”. There are numerous reasons for choosing Vulkan. Primarily it creates an opportunity for better performance and compatibility across many of our target platforms - Android, Nintendo Switch and Windows. Also, we had in mind some possible future Stadia games where Vulkan is the only graphics API.
Earlier this year, Collabora announced a new project with Microsoft: the implementation of OpenCL & OpenGL to DirectX translation layers. Here’s the latest on this work, including the steps taken to improve the performance of the OpenGL-On-D3D12 driver.
The new release brings a redesigned geometry pipeline with focus on efficient zero-copy loading of binary assets such as glTF; new OpenGL debugging, visualization and profiling tools, and several WebGL examples including fluid simulation and raytracing.
Connect directly with NVIDIA Developer Technology Engineers on OpenGL and Vulkan-related topics to get answers to all of your questions. Whether you have questions about regular graphics use, compute shaders, ray tracing, or interop between the apis, we’re here to help you with questions around the Khronos graphics apis. Space is limited to 150 people, so don’t wait to sign-up.
In these days of social distancing, game developers and content creators all over the world are working from home and asking for help using Windows Remote Desktop streaming with the OpenGL tools they use.
NVIDIA has created a special tool for GeForce GPUs to accelerate Windows Remote Desktop streaming with GeForce drivers R440 or later.
Download and run the executable (nvidiaopenglrdp.exe) from the DesignWorks website as Administrator on the remote Windows PC where your OpenGL application will run. A dialog will confirm that OpenGL acceleration is enabled for Remote Desktop and if a reboot is required.
Collabora and Microsoft are excited to announce a partnership to build OpenCL and OpenGL mapping layers on DirectX, in order to bring OpenCL 1.2 and OpenGL 3.3 support to all Windows and DirectX 12 enabled devices. Support for OpenGL is realised through the Mesa3D project’s Gallium layer. You can follow the progress on GitLab.
Basemark announced the ability for anyone to objectively compare devices ranging from powerful desktops to low-powered embedded systems across all major operating systems. This is all possible with a new version of Basemark GPU, available now.
Basemark GPU 1.2 features the following:
Operating system support: Android, iOS, Linux, MacOS and Windows
Graphics API support: DirectX 12, Metal 2, OpenGL 4.5, OpenGL ES 3.1 and Vulkan 1.0
Three different modes: High Quality for powerful desktop computer, Medium Quality for laptops and powerful mobile devices such as premium smartphones and Simple Quality for embedded devices and entry level smartphones
There are best practices for GPU performance events that are universally used by profiling tools such as NVIDIA Nsight Graphics and NVIDIA Nsight Systems, for navigating through complex frame rendering. While all modern graphics APIs (Direct3D 11, Direct3D 12, Vulkan, and OpenGL 4.3) offer a simple solution to set these begin/end performance markers, they do not enforce the conventions that profiling tools follow. Read on to learn some Do’s and Don’ts to make your game work better with profiling tools and easier for NVIDIA engineers to help you optimize your game.
Think Silicon GLOVE v0.4, library which implements OpenGL over Vulkan, been released. GLOVE currently focuses on OpenGL ES 2.0 + EGL 1.4 and is a standalone project. GLOVE 0.4 is the project’s first new release in more than one year and comes with expanded hardware and software support. GLOVE now supports Microsoft Windows and Apple macOS for running OpenGL over Vulkan. (Source: Phoronix)
Diligent Engine is a modern cross-platform abstraction layer for Vulkan, OpenGL, OpenGL ES, Direct3D11 and Direct3D12. In release v2.4.b, Diligent Engine enabled MSAA and bindless resources, implemented GPU queries, added new tutorials as well as made major improvements to code quality assurance by enabling automated unit tests, format validation and static code analysis.
Founder and CTO of Third Dimension Technologies (TDT) recently gave a SMPTE webinar for members titled “Streaming Model for Field of Light Displays” (SMFoLD). The webinar focused not on the displays themselves, but the technology needed to stream real-time field of light video with synchronized sound over more-or-less ordinary network connections. TDT is working on this problem along with the Oak Ridge National Laboratory (ORNL) in a project managed by the Air Force Research Laboratory (AFRL). The title of the project is “Open Standard for Display Agnostic 3D Streaming” (DA3DS). The DA3DS project has taken the approach of transmitting not the images but the OpenGL primitive graphics calls over the network along with the data needed by the OpenGL calls. Learn how the DA3DS project is using OpenGL and how OpenXR plays a part.
NVIDIA has updated their sample framework and have added lots of new Vulkan content. There was a big focus on Raytracing for Vulkan and how to add that to OpenGL. Most samples now support loading glTF 2.0 models.
Google acquired and open-sourced GraphicsFuzz a little over a year ago. GraphicsFuzz is no longer about only OpenGL, OpenGL ES and GLSL shaders but also operates on SPIR-V shaders for consumption by Vulkan drivers. There are also GLSL/SPIR-V shader reducers in addition to the fuzzer that relies upon randomized metamorphic testing.