Basemark has releases version 1.1 of the its multi-platform graphics hardware evaluation tool Basemark GPU for enthusiasts and professionals alike. Basemark GPU 1.1 Benchmark offers unparalleled, objective comparisons between Vulkan, OpenGL, OpenGL ES and now DirectX 12 for graphics performance analysis across both mobile and desktop platforms.
Shader Conductor is one of several open-source projects for going from one shading language to another. With Microsoft’s Shader Conductor the focus is on converting HLSL to GLSL or SPIR-V (OpenGL/Vulkan), ESSL (OpenGL ES), MSL (Apple Metal), and older HLSL shader models. Shader Conductor can handle all shader stages, including geometry and compute shaders. Learn more about this new Open Source project from Microsoft.
Samsung has announced an enhanced iteration of the Vulkan API, which offers a 10% performance improvement as compared to the OpenGL ES. Samsung has also announced new features for GPUWatch, a tool that aids developers monitor and measure performance between Vulkan and OpenGL ES.
Unreal Engine 4.21 continues their pursuit of greater efficiency, performance, and stability for every project on any platform. With the help of Samsung, Unreal Engine 4.21 includes all of the Vulkan engineering and optimization work that was done to help ship Fortnite on the Samsung Galaxy Note 9 and is 100% feature compatible with OpenGL ES 3.1. Projects that utilize Vulkan can run up to 20% faster than the same project that uses OpenGL ES.
Qualcomm has introduced the new Qualcomm Snapdragon 675 Mobile Platform. The Snapdragon 675 offers outstanding gaming, a leap in artificial intelligence (AI) capability and a cutting-edge camera. Premium features in the Snapdragon 675 are enabled by the Qualcomm AI Engine, Qualcomm Spectra ISP, Qualcomm Kryo CPU and Qualcomm Adreno GPU. A number of specific games and game engines have been optimized including Unity, Unreal, Messiah, and NeoX. Qualcomm Technologies also supports popular tools and APIs, including Vulkan, OpenGL 3.2, OpenCL, and Snapdragon profiler.
The 2018 X.Org Developer’s Conference (XDC2018) videos have now been posted online. XCD 2018 saw many Khronos members sponsor this conference, including Igalia, AMD, Arm, COLLABORA, Google, NVIDIA, Intel and Valve. The talks covered Vulkan, OpenGL, OpenGL ES, OpenCL, SPIR-V, GLSL and OpenXR. We’ve compiled a list of all the videos discussing these Khronos standards here, or you can watch all the videos from the conference on the X.Org Foundation YouTube channel.
Khronos has formed a liaison agreement with the Open Geospatial Consortium (OGC) in the interest of jointly advancing open geospatial standards related to AR and VR, distributed simulation, and 3D content services. The liaison will let Khronos and OGC assess standards in these fields as well as identify future potential standards that will facilitate interoperability and hardware capabilities of relevant data sharing and analysis. The collaboration will occur through working groups, forums, workshops, committee activities, etc., and OGC will adopt Khronos standards where appropriate.
GLOVE (GL Over Vulkan) is a cross-platform software library that acts as an intermediate layer between an OpenGL ES application and Vulkan. GLOVE is focused towards embedded systems and is comprised of OpenGL ES and EGL implementations, which translate at runtime all OpenGL ES / EGL calls & ESSL shaders to Vulkan commands & SPIR-V shader respectively and finally relays them to the underlying Vulkan driver.
Qualcomm released a new version of Snapdragon Profiler this week. The system profiler for mobile-based hardware using Qualcomm’s Snapdragon chips now includes support for Vulkan frame captures. Labelling the new Vulkan capability as a beta feature, the 2018.2 release of Snapdragon Profiler includes additional fixes for OpenGL ES frame captures, saving and loading Profiler sessions, and more.
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.
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.
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.
Qt 5.10 added support for ETC2 texture compression while for Qt 5.11 there is support for Khronos’ KTX texture container format. The KTX file format for OpenGL and OpenGL ES allows for supporting a wider-range of compression algorithms to suit more hardware/driver options. [source: Phoronix]