In the latest Steam Beta from May 25, a new option in the Shader Pre-Caching settings, allows you to enable “Allow background processing of Vulkan shaders”. This is a step towards making Steam games on Linux run smoother. For those interested in a little background, it’s using the Fossilize library and Vulkan layer which you can find on Valve’s GitHub.
Nsight Graphics 2020.3 is now available for download. Applications that use the provisional VK_KHR_ray_tracing extension can be captured, profiled and exported to a C++ Capture. While the extension is still evolving, the NVIDIA Vulkan Beta Driver will allow for experimentation before it is fully ratified (and is required).
Connect directly with NVIDIA Developer Technology Engineers on OpenGL and Vulkan-related topics to get answers to all of your questions. Whether you have questions about regular graphics use, compute shaders, ray tracing, or interop between the apis, we’re here to help you with questions around the Khronos graphics apis. Space is limited to 150 people, so don’t wait to sign-up.
The Half Life: Alyx Workshop update adds a native Linux version of the game using the Vulkan rendering API, as well as optional support for using Vulkan on Windows. Depending on your system, you may experience better performance using Vulkan, especially if your system is closer to minimum spec.
The Khronos Group is evaluating possible new helper libraries for the Vulkan API and would appreciate your input through the survey link below. By participating in this survey you will help us to understand the level of demand and priorities for any future helper libraries we may develop. If you have any questions, please contact Kris Rose on Slack.
Godot Engine has started up their Vulkan Progress Reports after 3 month hiatus. GamingOnLinux touts Godot Engine as making more impressive progress towards Vulkan API support. Godot 4.0 will see many improvements including: using a special screen-space filter to correctly simulate roughness; GLSL shaders (not Godot shaders, real GLSL 4.50+Vulkan extensions) can now be imported and will be automatically imported and converted to SPIR-V when found; allowing you to have low level access to the rendering APIs. Check out the report to learn more.
Ubisoft announced Tom Clancy’s Ghost Recon Breakpoint on PC now supports Vulkan. You may now choose between DirectX 11 or Vulkan from your launcher upon launching the game. WCCFTech has done up a performance review. The Anvil Next 2.0 engine was officially ported to the Vulkan API for this title.
Diligent Engine is a modern cross-platform low-level graphics library and rendering framework. In a recent release, Diligent Engine enabled support of Vulkan on Android to bring the full power of next-gen APIs to mobile platforms. It also added long-requested C API to better suit the needs of graphics software developers. Diligent Engine is free software and its full source code is available on GitHub.
This year IWOCL & SYCLcon 2020 had a record number of high quality submissions in all categories; research papers, technical presentations, tutorials and posters. These video presentations from the IWOCL & SYCLcon 2020 program of papers, tech. presentations and posters are now online.
Mesa 20.1 has landed a Vulkan device selection layer for choosing between multiple Vulkan-enabled GPUs on a given system as the default device. This Vulkan layer allows for picking the default GPU for X11/Wayland/device sessions, similar to DRI PRIME for OpenGL. This Vulkan layer first checks for the MESA_VK_DEVICE_SELECT= environment variable for being pointed towards the GPU/driver to be used, otherwise checks DRI_PRIME and tries to match it to a proper configuration. More details are available on phoronix.
Today, The Khronos® Group, an open consortium of industry-leading companies creating advanced interoperability standards, publicly releases the OpenCL™ 3.0 Provisional Specifications. OpenCL 3.0 realigns the OpenCL roadmap to enable developer-requested functionality to be broadly deployed by hardware vendors, and it significantly increases deployment flexibility by empowering conformant OpenCL implementations to focus on functionality relevant to their target markets. OpenCL 3.0 also integrates subgroup functionality into the core specification, ships with a new OpenCL C 3.0 language specification, uses a new unified specification format, and introduces extensions for asynchronous data copies to enable a new class of embedded processors. The provisional OpenCL 3.0 specifications enable the developer community to provide feedback on GitHub before the specifications and conformance tests are finalized.
The 8th International Workshop on OpenCL, SYCL, Vulkan and SPIR-V starts today, April 27th 2020, and will be a digital only event. The complete conference program is online showing first up SYCL Tutorials with ‘An Introduction to SYCL’ presented by Codeplay, Heidelberg University, Intel and Xilinx. Registration is free. Listen now to Michael Wong, SYCL Working Group Chair give a SYCL State of the Union, with slides and video.
Khronos will soon be removing the automatically generated VK_*_BEGIN_RANGE, VK_*_END_RANGE, and VK_*_RANGE_SIZE tokens from the Vulkan headers. These tokens are currently defined for some enumerated types, but are explicitly not part of the Vulkan API. They existed only to support some Vulkan implementation internals, which no longer require them. We will be accepting comments on this topic in this issue, but we strongly suggest any external projects using these tokens immediately migrate away from them.