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ARM Developer Blog: Vulkan Integration in Unity

• Tags: Video Vulkan GDC

Last year at GDC 2016, Khronos launched the Vulkan 1.0 specification and the Khronos members released first Vulkan drivers and SDKs. Just a year later, at GDC 2017 Unity announced the Unity 5.6 release with the built-in Vulkan renderer. With this, Unity showed not only its support to Vulkan but also to developers that expects the best from Unity. This blog covers the topics presented in the ARM Sponsored Talk at GDC 2017 related with Vulkan integration in Unity. The full talk video is also available in the GDC Vault.   Read More

GDC 2017 Developer Day Session videos now online

• Tags: Mobile Video glTF Vulkan WebGL OpenXR VR GDC

The Khronos Developer Day Session videos from GDC 2017 are now on YouTube. The videos include "Reach the Largest Gaming Platform of All: The Web. WebGL, WebVR and glTF", "Refocusing on VR Innovation: Can Standards Simplify Cross-Platform Virtual Reality Development?", "Vulkan Game Development on Mobile", "Vulkan on Desktop Deep Dive", "When Vulkan was One: Looking Back, Looking Ahead."   Read More

SC16 Codeplay videos are now online

• Tags: Video supercomputing OpenCL

Khronos made videos of three presentations from Codeplay at the Khronos Booth. The videos cover "Heterogeneous C++ dispatch: Comparing SYCL to HPX, KoKKos, & Raja, "Khronos SYCL Parallel STL Open-source Project" and "Getting Your Hands on SYCL Using the ComputeCpp Community Edition"   Read More

Vulkan Renderer In The Works For A PlayStation Emulator

• Tags: Video Vulkan phoronix Gaming

The LibRetro crew is now working on a Vulkan renderer for a PlayStation One emulator. They have a Vulkan renderer working for the Beetle PSX, but the code hasn't been published yet. In the past few days the LibRetro crew uploaded some YouTube videos showing the Vulkan-renderered PlayStation One emulator in action.    Read More

First comparison of Vulkan API vs OpenGL ES API on ARM

• Tags: Video Vulkan OpenGL ES

Vulkan API supports multithreading, which is particularly important for mobile platforms. Multithreading enables the system to balance the workload across multiple CPUs, allowing for lower voltage and frequency. The results give considerable energy savings compared to OpenGL ES API. In this video from ARM, you can see just how big a difference there is between OpenGL ES and Vulkan.

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