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.
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
GL-Z is an OpenGL and Vulkan information utility for Windows, Linux, macOS, Raspberry Pi and Tinker Board. GL-Z 0.4.0, based on GeeXLab, has been released with the following new features: OpenGL memory usage for GeForce and Radeon GPUs on Windows and Linux; Vulkan API information for each Vulkan-capable device and more.
The QtBase dev branch, which will become Qt 5.12, now has experimental Vulkan support, courtesy of MoltenVK and prior work in Qt. When the MoltenVK Vulkan to Metal translation library was open sourced earlier this year, this opened the question of how to make this work with Qt. Check out the Qt blog to learn how support for MoltenVK was accomplished.
Yesterday Valve released Vulkan support for Dota 2 on macOS. Indeed, this first major game relying upon MoltenVK for mapping Vulkan over the Apple Metal drivers is delivering performance gains. Phoronix has started to post some benchmarks.
Vulkan support for DOTA2 on macOS is now available. Yielding improved performance and frame time stability. You will need to enable the "Vulkan support" DLC in Steam, switch to Vulkan in the game video settings, and then, if you experience any issues, please report them on Github.
The Khronos Group announces that the Vulkan Working Group's Portability Initiative has been working with Khronos members Valve, LunarG, and The Brenwill Workshop to enable Vulkan applications to be ported to Apple platforms. The Vulkan Portability resource page links to a collection of free and open source set of tools, SDKs, and runtime libraries to enable Vulkan development on macOS and deployment on macOS and iOS platforms. Valve is extending Dota 2 using the Vulkan tools on macOS to achieve significantly higher performance than native OpenGL drivers. Vulkan support for Dota 2 on macOS will be released in the coming months as a free update.
The Khronos Group announces that the Vulkan Working Group’s Portability Initiative has been working with Khronos members Valve, LunarG, and The Brenwill Workshop to enable Vulkan applications to be ported to Apple platforms. The Vulkan Portability resource page links to a collection of free and open source set of tools, SDKs, and runtime libraries to enable Vulkan development on macOS and deployment on macOS and iOS platforms. Valve is extending Dota 2 using the Vulkan tools on macOS to achieve significantly higher performance than native OpenGL drivers. Vulkan support for Dota 2 on macOS will be released in the coming months as a free update.
Valve, LunarG, and the Brenwill Workshop join forces with Khronos to release the first open source SDK for Mac. For more information about the partnership that made this SDK possible, read the Khronos press release. This SDK supports Vulkan API revision 1.0.69 on macOS (MoltenVK subset).
The Brenwill Workshop Ltd. announced that they have added support for OS X to their MetalGL product, which seamlessly brings the performance of Metal to OpenGL ES games and applications on iOS, and now OS X. MetalGL is an implementation of the OpenGL ES 2.0 API that runs on Apple's Metal graphics framework on compatible iOS and OS X devices. MetalGL unleashes the power of Metal's low-latency rendering to let OpenGL ES games and applications perform up to 3x the number of draw calls, and benefit from the advanced tools available for the Metal development ecosystem, all without changing the way the game or app use OpenGL ES.
Along with a plethora of updates from Apple, WebGL is now present by default on iOS 8 and OS X Yosemite. The folks over at Ludei have run a couple of tests: "We have downloaded and installed iOS 8 beta on an iPad2 and thanks to the CocoonJS Launcher App, that offers access to both the System WebView and to Canvas+, we have been able to confirm that WebGL support is for both mobile Safari and the webview."
MontageJS has introduced a new WebGL-based component for the MontageJS framework. The 3D view component for MontageJS offers an abstraction layer for WebGL and aims to make the individual elements of a 3D scene just as easy to manipulate as conventional HTML elements in the page DOM. If your browser has WebGL enabled, you can try out a demo here. The MontageJS 3D view component is designed to load and display glTF content. The COLLADA working group provides Mac and Windows open source converters to translate COLLADA files into glTF.
At at IBC this year, AMD demonstrated a 4K CinemaDNG workflow for Blackmagic Design DaVinci Resolve 10 color-grading. Using a Supermicro 7047GR-TRF SuperWorkstation to run four AMD FirePro W-series graphics cards, the GPU-accelerated workflow relied on Blackmagic's OpenCL support for Windows and Mac to enable real-time playback of CinemaDNG.
Mirye Software announces Shade 12, the powerful modeling, animation and rendering platform for Windows and Mac OS X . Shade 12 features a powerful, enhanced renderer that can make use of multiple cores and network rendering using ShadeGrid nodes. New features include new preview options including GLSL Phong rendering (with OpenGL 2 support), fast preview rendering and preview stereoscopic 3D, COLLADA Import and Export Options.