RedGamingTech recently posted Part I of an interview with Neil Trevett - 'CUDA, AI, Self Driving Cars, GameWorks & Deep Learning', President of The Khronos Group. Part II 'Vulkan, Game Development & VR & Graphics Technology' of the interview is now online.
If you take a look at the conformant vulkan list, you will see entry 220 - Software in the Public Interest, Inc. 2017-10-04 Vulkan_1_0 220. This is radv, and this is the first conformance submission done under the X.org (SPI) membership of the Khronos adopter program. A major milestone has been reached and radv is now a conformant Vulkan driver.
When makers of the ABYSS Engine started working on the Android release of Galaxy on Fire 3 - Manticore, the goal was for everyone to be able to enjoy the same visual fidelity, no matter if playing on Android or iOS. On iOS. They decided to add Vulkan support to their in-house game engine and render 'Galaxy on Fire 3' with Vulkan on Android. Read the entire introduction and fundamentals post on Gamasutra.
The tutorial is primarily targeted at developers of Vulkan applications, drivers and layers, the information contained in it could be useful to anyone wanting a better understanding of the Vulkan runtime.
SDL 2.0.6 was released as the latest feature update for this widely-used library that allows for more cross-platform portability of applications and games centered around input, audio, and video helpers. SDL 2.0.6 features QNX7 support, an experimental JACK audio driver, a default Steam Controller mapping for Linux, updated game controller, and cross-platform Vulkan helpers.
CryEngine Release 5.4 includes a beta version of the Vulkan renderer to accompany our DX12 implementation from last year. This update includes several other enhancements. Read about them on the CryEngine blog.
Announcing that the 6th International Workshop on OpenCL will take place on the 14-16 May, 2018 at St Catherine's College, Oxford, UK and that the Call for Submissions is now open. Submissions related to any aspect of using OpenCL (including SYCL, Vulkan Compute and OpenCL based libraries) are of interest, including (but not limited to): case-studies of their use in applications, software tools, programming methods, debugging, performance analysis, and integration.
The final project at University of Pennsylvania, CIS 565: GPU Programming and Architecture has brought us Vulkan Forward Plus Renderer. The original idea came from this paper: Forward+: Bringing Deferred Lighting to the Next Level. In this project the students created a Forward Plus (tiled forward) renderer in Vulkan using compute shader to deal with light culling. A lot was learned from Alexander Overvoorde's Vulkan Tutorial and many other places. The project is available on Github along with a complete behind the scenes story, benchmarks and videos.
NVIDIA Nsight Visual Studio Edition for Microsoft Visual Studio allows you to build, debug, profile and trace heterogeneous compute, graphics, virtual reality, and UWP applications built with CUDA C/C++, OpenCL, DirectCompute, Direct3D, Vulkan, OpenGL, OpenVR, and the Oculus SDK. Check out the OpenGL frame debugging, the new Range Profiler for instant GPU bottleneck analysis, and all the new features.
Stardock updated its Ashes of the Singularity strategy game with support for the Vulkan graphics-rendering API in August, and that introduced some serious performance improvements. "The Khronos Group has been putting out some fantastic presentations from GDC and other events. There’s a high level of sharing within the community, and a fantastic specification that’s constantly being updated, a fantastic SDK that’s constantly being updated, that will only improve as more developers get into that ecosystem. By all accounts it’s very good now. I expect it to be fantastic a few years down the road," said Nathan Hanish, Lead Developer at Stardock.
Neil Trevett, President of The Khronos Group, talks to Architosh in this two-part series about OpenGL and the future of graphics standards. On the eve of SIGGRAPH 2017 Neil Trevett spoke to Architosh about the evolving OpenGL standard as well as directions the group is taking to plot a path for a universal graphics API that engages the use of low-level APIs. Read more about why OpenGL isn't packing for retirement just yet a the key thing in OpenGL 4.6 is SPIR-V is part of core.
vkDOOM3 adds a Vulkan renderer to DOOM 3 BFG Edition. It was written as an example of how to use Vulkan for writing something more sizable than simple recipes. It covers topics such as General Setup, Proper Memory & Resource Allocation, Synchronization, and Pipelines. (source)
A new post from GPU Open on Vulkan. "An important part of learning the Vulkan® API – just like any other API – is to understand what types of objects are defined in it, what they represent and how they relate to each other. To help with this, we’ve created a diagram that shows all of the Vulkan objects and some of their relationships, especially the order in which you create one from another."