AMD released Vulkan Memory Allocator 1.0 (VMA) back in July last year, but haven't posted much since. Version 2.0 of the library was released back in March 2018 and now version 2.1 has been released. This post gives an overview of the changes and version 2.1 is all about.
Some members of the Vulkan working group are developing a multi-vendor EXT extension for transform feedback with the primary goal of satisfying the needs of the DXVK, vkd3d and ANGLE translation layers. The Vulkan working group does not plan to promote this functionality as a KHR extension or as core functionality because it believes there are better, more forward-looking ways of processing and capturing vertex data with the GPU. The multi-vendor EXT extension should be available soon and is likely to be implemented on those platforms where DXVK, vkd3d and ANGLE translation is required.
This mini-tutorial presents a simple use-case the new VK_EXT_conditional_rendering extension. With the new VK_EXT_conditional_rendering extension, Vulkan gains the possibility to execute certain rendering and dispatch commands conditionally, based on values stored in a dedicated buffer. So instead of having to rebuild command buffers if the visibility of objects change it’s now to possible to just change a single buffer value and the to control if the rendering commands for that object are executed without the need to touch any command buffers.
MoltenVK 1.0.20 is out as the latest feature update to this Vulkan-over-Metal layer. With the MoltenVK 1.0.20 release there is support for several new extensions including VK_KHR_maintenance1, VK_KHR_shader_draw_parameters, VK_KHR_get_physical_device_properties2, and VK_KHR_push_descriptor. MoltenVK 1.0.20 also adds the ability to track and access supported/enabled extensions and has re-based its SPIRV-Cross code against upstream.
Vulkan multi-GPU support was announced by Khronos in March 2017 but it wasn’t until Vulkan 1.1 was released in March this year that explicit multi-GPU support was added to the API. Now the first AAA game to support multi-GPU in Vulkan has been released - the action-packed Strange Brigade for PC.
AMD's GPUOpen group has released their first beta of the Vulkan Memory Allocator 2.1 release after "many months of development" and as such comes with many new features. VulkanMemoryAllocator is the open-source AMD effort to provide an easy-to-use and integrate Vulkan memory allocation library to ease the process of bringing up new Vulkan code.
Intel’s driver team has published a new graphics driver for all recent GPUs (Intel 6th, 7th and 8th Gen processors) on Windows 10. This driver version exposes Vulkan 1.1.82, and continues to support OpenGL 4.5, exposing the same OpenGL support as v4944 (245 OpenGL extensions). Direct download from Intel is here.
Stardock Entertainment announced the extension of their technology and gaming partnership with AMD. As part of the ongoing partnership, Stardock will optimize the upcoming Star Control: Origins for AMD technologies including AMD Ryzen processors and Radeon FreeSync 2 technology, as well as update the game post-launch with support for the Vulkan™ Graphics API.
Intel has introduced the next part of their Vulkan API-related series of articles. In the Introduction to Vulkan* tutorial, they taught the most important basics. This part of the tutorial will show you how to use your current knowledge to display more complicated scenes.
In March, AMD announced the V-EZ Vulkan wrapper, with an aim to make Vulkan development easier. A few days ago it appears that AMD has moved the V-EZ wrapper to open source: "V-EZ is an open source, cross-platform (Windows and Linux) wrapper intended to alleviate the inherent complexity and application responsibility of using the Vulkan API. V-EZ attempts to bridge the gap between traditional graphics APIs and Vulkan by providing similar semantics to Vulkan while lowering the barrier to entry and providing an easier to use API." (source: GamingOnLinux).
Valve released the Beta of a new and improved version of Steam Play to all Linux users. The Beta version includes a modified distribution of Wine, called Proton, to provide compatibility with Windows game titles. Windows games with no Linux version currently available can now be installed and run directly from the Linux Steam client, complete with native Steamworks and OpenVR support. DirectX 11 and 12 implementations are now based on Vulkan, resulting in improved game compatibility and reduced performance impact. There are a lot of details in this announcement, be sure to read the entry over on the Steam Community website.
Fusion3D is a new open source 3D engine currently being developed. It is written in C++ (Using Visual Studio 2017), and is built around the Vulkan API. Fusion3D will support hybrid rendering using the new Nvidia RTX cards, which means your scenes and games can be rendered both with ray-tracing and rasterization techniques. Everyone is welcome to help work on development of this game engine. The project is located on SourceForge and GitHub.
NVIDIA announced Nsight Graphics 2018.4, the first public release of GPU Trace. This release also adds D3D12 Pixel history, supports NVIDIA’s Vulkan ray tracing extension, completes support for the D3D12 RS3 SDK, and improves performance for D3D11 and Vulkan debugging and profiling. Additionally, with this release, the Nsight family of tools is being re-versioned to a year dot release number versioning scheme.
Pumex is a cross-platform renderer that facilitates implementation of different rendering algorithms through the use of render workflow ( aka frame graph ) and simple scene graph. It may render results in parallel to many surfaces at once. Data update stage with user defined constant time step works in parallel to rendering. Pumex delivers extensive set of timeline statistics to help user with bottleneck identification. Renderer is implemented using Vulkan API and modern C++ language ( C++11 to C++17 ).
SIGGRAPH is next week! The conference is August 12–16 in Vancouver Canada. For those going, Khronos will be hosting several Birds of a Feather sessions. For all those folks that will not be present, we will be offering live streaming of all our sessions (glTF, WebGL, OpenXR, Vulkan and OpenGL) on the Khronos Group YouTube Channel, and will follow up with recorded video the following week. For complete details on all the sessions, please ask your friends and co-workers to take a look at our SIGGRAPH event page! A special thanks to our Diamond sponsor NVIDIA, Gold Sponsor LunarG, and Silver sponsors Cesium and AMD, for making possible the Khronos Networking Reception at the end of the day.