Rys Sommefeldt, who looks after the Game Engineering group in Europe which is part of the Radeon Technologies Group at AMD, has written a short blog on decoding radeon Vulkan versions. Rys writes "We have a practical problem that will be familiar to anyone in the midst of developing any complex packaged software: we need to ship multiple driver components developed at different cadences and in certain ways, all packaged together and distributed, to be installed as a unit." Read on to learn about his solution.
Think Silicon, a leader in developing ultra-low power graphics IP technology, gladly announces the release of GLOVE (GL Over Vulkan), as open source. GLOVE is a middleware, which allows developers for Android, Linux and Windows operating systems to run OpenGL ES seamlessly on supported hardware by translating at runtime OpenGL ES API calls to Vulkan API commands for that platform.
The Khronos Group will be at SIGGRAPH 2018. This year, Khronos is presenting a full day of BOFs covering Vulkan, WebGL, OpenXR, OpenGL, glTF and OpenGL ES, and a Networking Reception after the Khronos sessions on Wednesday, August 15. Details on all the sessions can be found on our SIGGRAPH page.
Earlier this month there was a report on a game studio finding their MoltenVK-using game rejected from Apple's App Store. The situation is now resolved and Apple has allowed this Vulkan-over-Metal game into their iOS marketplace. Details on the issue and how it was resolved are set out in this Phoronix story.
If you're a game developer and not yet up to speed on Vulkan*, you should be. Vulkan APIs are one of the industry's hottest new technologies. They support multithreaded programming, simplify cross-platform development and have the backing of makers of major chips, GPUs, and devices. Vulkan APIs are positioned to become one of the next dominant graphics rendering platforms. Characteristics of the platform help apps gain longevity and run in more places. You might say that Vulkan lets apps live long and prosper—and this code sample will help get you started.
Magic Leap released a handful of tutorials and assets files that will help developers get a head-start in creating mixed reality content on Magic Leap One. Magic Leap said that Unity and Unreal already offer optimizations for Magic Leap hardware. The headset has full support for OpenGL 4.5 and OpenGL ES 3.1, but Magic Leap recommends building applications with the Vulkan API for the best performance.
A new pull request has been submitted to MoltenVK, the open-source project for mapping the Vulkan graphics/compute API over Apple's Metal to run on iOS/macOS. This pull request is working to address the issue that caused at least one MoltenVK-using iPhone/iPad game to be rejected from the Apple App Store.
Adam Sawicki, a member of AMD RTG’s Game Engineering team, has spent the best part of a year assisting one of the world’s biggest game studios in porting one of their AAA games to the Khronos Vulkan API. That kind of experience — embedded with the game developer and working hands-on in their codebase alongside their own engineers — is always worth sharing whenever possible. Adam has turned what he learned into a general presentation aimed at those looking to port a game engine to either Vulkan or DirectX 12.
The SHIELD Upgrade Experience 7.0 was rolled out on June 27th for all NVIDIA SHIELD TV devices, bringing with it support for Android 8 "Oreo" and Vulkan 1.1. If you don’t receive a push notification, you can manually check for updates under Settings > About > System Updates.
The Khronos Group standards logos are now available for download on Sketchfab. Sketchfab makes it easy for anyone to publish and find 3D content online. Available logos currently include OpenXR, OpenCL, NNEF, OpenVX, SPIR, Vulkan, WebGL, SYCL and glTF. OpenGL has not been overlooked and will be arriving shortly.
LunarG has released new Vulkan SDKs for Windows, Linux, and macOS based on the 1.1.77 header. Changes and additions to Vulkan SDK 1.1.77 include: Linux SDK is now packaged as a tar.gz file instead of a .run file; Many bug fixes, increased validation coverage and accuracy improvements, and feature additions and new extensions for this SDK release: VK_KHR_get_display_properties2 and
Basemark has launched Basemark GPU, a new graphics performance evaluation tool for systems with Vulkan 1.0, OpenGL 4.5 or OpenGL ES 3.1 graphics APIs. This tool enables the industry to objectively and reliably quantify and compare graphics performance of next-generation mobile, automotive and desktop processors.
Arm Community blog has a new post on using compute post-processing in Vulkan on Mali. This blog post outlines how you can use two Vulkan queues with different priorities to enable optimal scheduling for compute post-processing workloads.