OpenGL tagged news

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.

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 new driver (version 25.20.100.6323) brings support for Windows 10 October 2018 Update (version 1809 with WDDM 2.5) and HDR for embedded laptop panels. Hardware support now included up to Vulkan 1.1.83, OpenCL 2.1 and OpenGL 4.5. Complete details are in the Intel Release Notes PDF.

The first GPUs from the Turing architecture have arrived with lots of new features. Extensions have been added to both Vulkan and OpenGL to give developers access to these new features. The various Khronos Registries and Repositories have been updated to include the specifications and tools for the new extensions. The Vulkan and OpenGL extensions are enumerated on the NVIDIA website to provide developers access to these new features.

Forsaken Remastered was just updated with Vulkan support! If you're on Linux, you're probably hitting 60fps with the existing OpenGL renderer, but it's good to be future proof. If you're on a Mac, though, you definitely want to switch. On my MacBook, the framerate goes from around 15 to a solid 60! On macOS, Vulkan support is supplied by MoltenVK, which we now ship with the game. It should work on any Mac that supports Apple's Metal API, which MoltenVK uses to make Vulkan work. You can change from OpenGL to Vulkan in-game in the "Video" options menu.

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.

Khronos at SIGGRAPH 2018–Next week!SIGGRAPH is next week! The conference is August 12–16 in Vancouver Canada. For those going, Khronos will be hosting several Birds of a Feather sessions. For all those folks that will not be present, we will be offering live streaming of all our sessions (glTF, WebGL, OpenXR, Vulkan and OpenGL) on the Khronos Group YouTube Channel, and will follow up with recorded video the following week. For complete details on all the sessions, please ask your friends and co-workers to take a look at our SIGGRAPH event page! A special thanks to our Diamond sponsor NVIDIA, Gold Sponsor LunarG, and Silver sponsors Cesium and AMD, for making possible the Khronos Networking Reception at the end of the day.

Khronos at SIGGRAPH 2018The Khronos Group will be at SIGGRAPH 2018. This year, Khronos is presenting a full day of BOFs covering Vulkan, WebGL, OpenXR, OpenGL, glTF and OpenGL ES, and a Networking Reception after the Khronos sessions on Wednesday, August 15. Details on all the sessions can be found on our SIGGRAPH page.

The glTF session at SIGGRAPH may only be 50 minutes long, but it will be action packed. Don't miss this years fast moving glTF session with these speakers:

  • Ecosystem update: Patrick Cozzi, Cesium
  • glTF for artists: Patrick Ryan, Microsoft
  • TurboSquid - Beau Perschall
  • Facebook - Pär Winzell
  • Microsoft - Gary Hsu and Cedric Caillaud
  • STK - Alex Wood, AGI
  • VSCode - Ed Mackey, AGI
  • Industrial AR with glTF - Johannes Beh, Fraunhofer
  • Google Draco - Frank Galligan
  • Texture transmission - Mark Callow
  • IKEA - Martin Enthed
Be the first to learn about updates to our BOF Day and Networking Reception at SIGGRAPH by bookmarking our event page or signing up to our mailing list.

Apple has published an official list of all of their devices that use OpenGL and OpenCL, including which version is supported. The earliest machines date back to 2007. The most recent machines to support both OpenCL and OpenGL are the 2018 MacBook Pro 13 and 15 inch. Both machines support OpenGL 4.1 and OpenCL 1.2.

Magic Leap released a handful of tutorials and assets files that will help developers get a head-start in creating mixed reality content on Magic Leap One. Magic Leap said that Unity and Unreal already offer optimizations for Magic Leap hardware. The headset has full support for OpenGL 4.5 and OpenGL ES 3.1, but Magic Leap recommends building applications with the Vulkan API for the best performance.

The X-Plane cross-platform flight simulator has been depending upon OpenGL for nearly two decades since the program first came into existence, but a port of its rendering engine to use the Vulkan API has been a work-in-progress. It looks like their Vulkan support is getting squared away as the company has tweeted this weekend they will be talking about Vulkan integration this weekend at the Flight Sim Expo in Las Vegas.