LunarG released new SDKs for Vulkan 220.127.116.11 that include the most recent extensions and a new Khronos Validation Layer. Much of the documentation for this SDK can be found in the Getting Started Guide, located in the Documentation directory of the SDK and on the Vulkan SDK Download site.
NVIDIA Tech Blog: Learn more about machine learning acceleration in Vulkan with cooperative matrices by NVIDIA experts. If the Cooperative Matrix Vulkan extension is interesting to you, you can try it out right now! It is shipping for Turing-based GPUs in NVIDIA driver versions 419.09 (Windows) and 418.31.03 (Linux). Links to all the relevant specifications are here.
This is a part 2 in a series exploring Granite‘s Vulkan backend. See part 1 for an introduction. Part 2 dives into code, and starts with the basics. The focus will be to discuss object lifetimes and how Granite deals with the Vulkan rule that you cannot delete objects which are in use by the GPU.
The focus of this NVIDIA tutorial and the provided code is to showcase a basic integration of ray tracing within an existing Vulkan sample, using the VK_NV_ray_tracing extension. Note that for educational purposes all the code is contained in a very small set of files. A real integration would require additional levels of abstraction.
If you weren’t able to attend GDC this year to catch the AMD Advanced Graphics Techniques Tutorial Day and the AMD Sponsored Sessions in person, or you did but still wanted to grab the presentation content for your archives, AMD thought it’d be a good idea to put together a list for both, like they did last year. Check out the lists for session and speaker names, and direct download links with file types and sizes.
As part of our optimisation work, we have added Vulkan support to the game. We have been able to do this not only for Beyond, but for the current live version of the game. OpenGL has been replaced by Vulkan. Many players, particularly players with AMD graphics cards, should see a performance improvement. Read on to learn more about Vulkan and VR announcements.
Flax Engine moves towards cross-platform gaming. Adding Vulkan rendering backend implementation into the engine resulting in greater efficiency, performance, and stability. We see a huge potential of Vulkan API as it opens ways to new areas for Flax to expand including Linux and Android support.
Arm Mobile Studio provides free tools for tracing OpenGL ES, Vulkan and OpenCL API calls, to help you optimize application performance and system resources. Learn more at the Arm Webinar on April 23. The webinar will be made available online after the event.
Arm Mobile Studio is a suite of free-to-use tools which help game and app developers to reach more of the mobile market by efficiently optimizing and debugging high-end content for all Android devices. It includes the Arm Graphics Analyzer to trace graphics performance issues easily, and Arm Streamline performance analyzer, for a whole-system view of performance to determine bottlenecks quickly across both the CPU and GPU. Arm Mobile Studio supports frame-by-frame analysis of OpenGL ES and Vulkan content and lets you trace Vulkan, OpenGL ES, EGL and OpenCL API calls easily in your game from within the Unreal game engine.
CodeProject has started a series on using Vulkan with Kotlin Native. Part I of the project covers the initial setup, while Part II continues the series with creating native windows for Linux and Windows.
Akash Kuttappa has posted an in-depth review of glTF updates coming out of GDC 2019. The review covers Mozilla Hubs and Spoke, Adobe Dimension and glTF, Facebook and glTF, Google , Microsoft and glTF, and more. Each review includes a 'Showcase' and 'Looking forward' section. Read the blog.
Radeon GPU Analyzer (RGA) is thte AMD offline compiler and integrated code analysis tool, supporting the high-level shading and kernel languages that are consumed by DirectX 11, Vulkan, OpenGL and OpenCL, including HLSL, GLSL, the OpenCL kernel language, and SPIR-V. Along with support for Vulkan in the RGA GUI, the biggest new feature in RGA 2.1 is a new analysis system that lets you obtain the GCN machine ISA and hardware resource information, using the compiler in the running driver that you have in your system. Learn more on the Radeon GPU Blog from AMD.
At its GDC 2019 keynote, Google announced Stadia, a cloud streaming service allowing graphically-intensive games to be available to anyone who can run Chrome. Doom Eternal will be one of the first games on the platform, streaming at 4K resolution, 60 fps. Google has partnered with AMD to design a custom GPU with "more than ten teraflops of power," which is paired with a custom CPU for each Stadia rendering instance. Those instances will run on Linux and use the Vulkan API. Google has partnered with Unreal and Unity to "bring full support to the most popular and familiar game engines to our development community."