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. Read More
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Simon Walton, a software developer with Imagination Technologies, talks through the PowerVR Wizard ray tracing GPU architecture. The graphics driver is using Vulkan in the demo. Read More
The all-day technical sessions from the Khronos UK meetup "Vulkanised!" was a great success. If you could not make it over to Cambridge, we have you covered. The slides and videos are now online. Read More
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. Read More
Neil Trevett and Paul from Red Gaming Tech discuss the plans with Vulkan, game development, virtual reality technology, mobile gaming, optimization and game development, hardware and a whole lot more. Read More
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
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
David Parker is publishing WebGL Screencasts and Tutorials. Currently there are 17 episodes online with more planned. David is a software developer and entrepreneur who's main interests include WebGL and Indie Game Development, as well he created the OpenGL Screencasts and Tutorials back in 2014. Read More
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
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.