In this talk from the 2018 Game Dev Days, Jörg Müller answers questions you may have about the Vulkan API. with the knowledge and experience I gained during over a year of using it. Jörg is currently a PhD student at the Insitute for Computer Graphics and Vision at Graz University of Technology under the supervision of Ass. Prof. Markus Steinberger and Prof. Dieter Schmalstieg. From 2015 to 2016 Jörg worked as a researcher in the Advanced Concepts Team of the European Space Agency in the field of Artificial Intelligence.
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 hosted a webinar on July 31st covering "glTF 2.0 – Status and Outlook." If you missed the webinar, which was hosted by Nobert Nopper from UX3D, we have you covered with the video and presentations available online. All the links are in our Developer Library here.
What Game Developers need to know about The Khronos Group and the latest in GPU and 3D rendering for games from Neil Trevett, President of the Khronos Group. More presentations, video and photos from GDC 2018 can be viewed in the Khronos' Developer library.
Khronos held an OpenXR panel at the 2017 VRDC session (GDC) with developers Yuval Boger, Joe Ludwig, Kaye Mason, Paul Pedriana and Nick Whiting. The panel provided new updates on the goals, content and status of the effort to create a widely accepted VR API for developers called OpenXR. Learn more about OpenXR or watch the video on Youtube.
Vulkan render pass Multipass optimization has been implemented on ARM Mali to improve deferred shading in Vulkan. The video showcases a 20% reduction in frame time compared to the classic Vulkan Multiple Render Targets implementation.
Join Khronos Seattle chapter leader Tim Reha on stage along with Joe Ludwig, developer at Valve (Khronos member), Stephanie Hurlburt co-founder of Binomial (Khronos Member), Ryan Wang from Outpost Capital, and Vinay Narayan from HTC Vive (Khronos Member).
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.