Remograph, providers of products and services for the computer graphics, visual simulation and 3D modeling markets, announced the release of Remo 3D v2.10. Remo 3D is an effective OpenGL-based tool for creating and modifying 3D models intended for realtime visualization. The primary file format is OpenFlight. Remo 3D is currently available for Microsoft Windows 10/8/7 and Linux. This new version 2.10 of Remo 3D brings support for more keyboard shortcuts, improved macro handling, setting of relative external reference paths and other various fixes. The full list of new features and improvements can be found in the release notes on our website.
Microsoft has released a compatibility pack that allows you to run any OpenCL and OpenGL apps on a Windows 10 PC that doesn’t have OpenCL and OpenGL hardware drivers installed by default. If you have a DirectX 12 driver installed on your Windows 10 PC, supported apps will run with hardware acceleration for better performance.
The V3DV Vulkan driver that provides support for the Raspberry Pi 4 and newer can now run the Zink OpenGL-on-Vulkan translation layer. Learn more here.
Beginning with Mesa 20.2 is OpenGL 4.5 support for LLVMpipe, the LLVM-based software rasterizer built as a Gallium3D driver. This succeeded LLVMpipe for years being limited to OpenGL 3.3. While the OpenGL 4.5 support has been enabled for weeks, The Khronos Group has now officially confirmed its implementation.
Intel merged a change to benefit Intel’s Iris Gallium3D (OpenGL) and ANV Vulkan drivers for making use of the HDC data cache for uniform buffer object (UBO) pulls on Gen12+ hardware, namely Tiger Lake at this point. By making use of the data cache for UBO pulls, there is generally up to another few percent improvements for various OpenGL and Vulkan games running on Linux—either natively or through the likes of the DXVK layer. Some improvements cited in the merge include:
- GTA V DXVK 104.0%
- Talos Principle GL 102.8%
- Rise of Tomb Raider VK 102.8%
- Dark Souls 3 DXVK 101.4%
- Witcher3 DXVK 101.3%
- Bioshock Infinite GL 100.5%
- Doom 2016 VK 97.7%
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.