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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.

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.”

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.

Neil Trevett, President of the Khronos Group, presents the “Vision API Maze: Options and Trade-offs” video tutorial, (free registration required) at the May 2016 Embedded Vision Summit. In this presentation, Neil Trevett, President of the Khronos Group standards organization, updates the landscape of APIs for vision software development, explaining where each one fits in the development flow. Neil also highlights where these APIs overlap and where they complement each other, and previews some of the latest developments in these APIs.

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