Furian is designed to address the increasing compute requirements across multiple applications and market segments with efficient use of compute APIs including OpenCL 2.0, Vulkan 1.0 and OpenVX 1.1*. Furian adds a bi-directional GPU/CPU coherent interface for efficient sharing of data; and a transition to user mode queues from kernel mode queues which reduces latency and CPU utilization for compute operations. Based on a published Khronos specification, GPUs based on the PowerVR Furian architecture are expected to pass the Khronos Conformance Testing Process. Current conformance status can be found at www.khronos.org/conformance.
Nick Whiting is the elected OpenXR Working Group Chair and technical director of AR and VR at Epic Games. “VR and AR have experienced a boom of interest recently, and with that, a flood of hardware and software companies have begun spinning up efforts in the field,” Khronos said in a news release. “While variety is great, the growing number of devices, each with their own incompatible APIs is increasing fragmentation.” The key issue now, Whiting said, is timing. Read the complete interview.
Content made in Unity is supported in Daydream and can even be made in VR. Vulkan has had rudimentary support since December, and this update promises to make it easy to port almost any content to Vulkan to make it run more easily and efficiently, even for users with lesser hardware.
NVIDIA has announced the availability of a new Vulkan GeForce and Quadro Graphics driver targeted at both desktop and notebook configurations, namely version 377.01 beta (or 18.104.22.16801), which manages to resolve an issue encountered with SteamVR shaders.
The Khronos Virtual Reality Initiative announced in December is making rapid progress in designing an open standard for portable Virtual Reality and Augmented Reality apps and devices. Today, Khronos releases the official name of the standard: OpenXR. The group is made up of a who’s-who of VR industry leaders working together to combat industry fragmentation in these markets. Any interested companies are invited to join Khronos to get involved and help steer the VR industry. Read more on the Khronos Blog and Press Release.
Facebook-owned Oculus' head of content Jason Rubin says "We support an open standard... We want everybody in the PC business to join an open standard that's a platform where everybody gets to say what's important to them." Rubin is referencing Oculus' work with the Khronos Group on developing a common set of industry-wide VR standards. Read more about the work Oculus is doing in VR today.
Qualcomm is preparing to launch a head-mounted display accelerator program which will give companies building VR headset access to part of Qualcomm’s supply chain partners alongside efforts related to product marketing. Qualcomm has also announced that they will be updating their development kit to highlight development focusing on the 835. The new dev kit will feature free motion 6DOF inside-out tracking based on a pair of cameras, and will also highlight new eye-tracking technologies that will lessen compute loads on the system. Qualcomm is one of the growing list of companies contributing to the Khronos Group Virtual Reality Standard Initiative.
The Khronos Group recently launched an initiative to standardise the way VR applications access the many available hardware platforms that have arrived on the scene over the last couple of years. On its website Khronos identifies industry demand as driving the initiative and judging by the number of companies that have added their names to the announcement and the industry leaders who have supplied quotes, that is no exaggeration.
Basemark has launched the VRTrek Library, enables the VR industry to analyze and provide a better user experience for end users. VRTrek Library is aimed for VR HMD vendors and software developers to measure the latency of an HMD when running various applications. Latency is one of the biggest challenges in the Virtual Reality (VR) industry. While wearing a VR Head Mounted Display (HMD), people notice even the smallest of delays between what’s displayed at the screen and what the brain expects.
Web3D 2017 will be held in Brisbane Australia June 5-7 at Queensland University of Technology. The Call for submissions is now open with a dead line set for February 13th. With WebGL now widely supported by default in modern browsers, tools such as X3D, X3DOM, Cobweb, three.js, glTF, and A-Frame VR are allowing nearly anyone to create Web3D content. Submissions being accepted now for Papers, Posters, Workshops, Tutorials and the Art Gallery.
Radeon Pro Software Crimson ReLive Edition includes open-source tools that redefine visual and audio quality. Radeon Loom software overcomes formidable technology challenges with the processing-intensive video stitching process that is vital to creating cinematic 360-degree video experiences in VR. Built upon the Khronos OpenVX computer vision framework as implemented by AMD, the professional-grade Radeon Loom software stitches output from up to 24 cameras live in real-time and up to 31 cameras offline.
Neil Trevett presented "Khronos Graphics, Compute and Vision APIs – including Vulkan Next Generation GPU Acceleration" at SIGGRAPH Asia on December 7th. Included in this presentation is information about the new Neural Networking Exchange Format (NNEF) working group and the new Khronos VR Initiative.
The Khronos Group has announced a new initiative to develop an open standard API for VR. This is great news for developers of VR hardware and software! Epic Games is fully supportive of Khronos' efforts in the spirit of accelerating the growth of the VR market and fostering innovation within it. Below is the full news release which includes a quote from our founder and CEO, Tim Sweeney, about our intent to adopt the API and support it in Unreal Engine.
The Khronos Group today announced a call for participation in a new initiative to define a cross-vendor, royalty-free, open standard for access to modern virtual reality (VR) devices.
The rapid growth of the virtual reality market has led to platform fragmentation, forcing VR applications and engines to be ported and customized to run on multiple VR runtimes, and requiring VR sensors and displays to be integrated with multiple driver interfaces. This fragmentation slows the widespread availability of compelling VR experiences, creating added expense for developers wishing to support multiple VR devices, and hindering the adoption of innovative user interface technologies.
Any company interested to participate is strongly encouraged to join Khronos for a voice and a vote in the development process. Design contributions from any member are welcome. Some of the Khronos member companies helping to get this initiative underway include AMD, ARM, Epic Games, Google, Intel, LunarG, NVIDIA, Oculus, Razer, Tobii, Valve and VeriSilicon. More information on this initiative and and how to join the Khronos Group is available at: