Oculus announced that as of v19, they are officially supporting the OpenXR 1.0 implementation. Developers can now submit their OpenXR apps to the Oculus Store. For mobile, please use the OpenXR loader that shipped with v19 or higher. You can find the latest PC SDK version here and the latest version of the OpenXR SDK here. For more information, check out our documentation (PC, mobile) and join the discussion in the OpenXR Development forum. We’ll keep you updated as we add support for new extensions.
LunarG released new SDKs for Vulkan 184.108.40.206 that include the most recent extensions and a new Khronos Validation Layer. Much of the documentation for this SDK can be found in the Getting Started Guide, located in the Documentation directory of the SDK and on the Vulkan SDK Download site.
Tobii announced at the 2019 Game Developers Conference, a new software development kit (SDK) for XR applications and new resources for PC developers. The new developer guides and tools ease eye tracking integration in a variety of important ways, from providing new libraries and APIs for intuitive object mapping and selection, to delivering example code and implementation tutorials. The Tobii XR SDK and associated libraries are designed to be used with and complement the capabilities of device-specific SDKs associated with VR headsets that support eye tracking and the OpenXR initiative.
LunarG is strengthening its collaboration with Khronos by opening its desktop SDK build and packaging scripts to the Vulkan Working Group. This will enable collaboration between all Vulkan Working Group members to support and evolve a unified Vulkan SDK that can serve the needs of the industry, while avoiding fragmentation in the Vulkan ecosystem. LunarG will continue to play a central role in developing and supporting the desktop Vulkan SDK, and will continue to host and maintain the Vulkan SDK download site, now with the additional support and resources of Vulkan Working Group Members.
The Microsoft Mixed Reality Extension SDK is an open source project under the MIT license which lets developers and community members extend the AltspaceVR host app’s worlds with multi-user games and other dynamic experiences. Among many other things, the SDK enables you to create extensions that can modify the scene graph by loading glTF assets and scene files, instantiating primitives or the host app’s built-in assets, or programmatically build meshes.
Update: Due to a bug in 220.127.116.11, 18.104.22.168 has been released. Fixed: a loader bug when initializing the VK_EXT_debug_utils extension where the loader would pass in invalid instance handle to layers. This would cause a crash in layers that attempted to use the extension.
This latest release of the LunarG SDK supports Vulkan API revision 1.1.92. Introducing vkconfig, the new Vulkan Configurator tool. This is a graphical application that allows a user to specify which layers will be loaded by Vulkan applications at runtime. VulkanSDK Ubuntu packages are no longer in beta. As well, seven new extensions have been added: VK_EXT_calibrated_timestamps, VK_EXT_image_drm_format_modifier, VK_EXT_pci_bus_info, VK_EXT_transform_feedback, VK_GOOGLE_decorate_string, VK_AMD_memory_overallocation_behavior, VK_NV_ray_tracing.
LunarG now delivers native Ubuntu Linux packages for all the elements in the Vulkan SDK in addition to the Linux SDK tarball. Follow the Ubuntu Packages link on the LunarXchange SDK web page to gain access to the native Ubuntu Linux packages. These packages will install pre-built SDK binaries on a system running Ubuntu Linux and contain all the LunarG Vulkan SDK components at the latest available version. For Ubuntu Linux users, this is the most convenient way to get the Linux SDK content since you will not need to build any binaries yourself. Headers, libraries, and tools are included and prebuilt. Read the LunarG blog for more details.
NVIDIA has released the new VRWorks Graphics SDK V3.0 for application and headset developers along with the NVIDIA display driver 411.63, both updated for NVIDIA’s new Turing GPU generation. The drivers are available for download and the SDK has been posted. The SDK includes an OpenGL sample to demonstrate Turing’s “Variable Rate Shading” (VRS) feature showing how to vary fragment load across the screen, e.g. for foveated rendering. Another sample demonstrates Turing’s “Multi-View Rendering” (MVR) feature by showing how to render the same scene from different viewpoints. There are Vulkan versions of the samples too.
LunarG has released a new Vulkan SDKs for Windows, Linux, and macOS based on the 22.214.171.124 header. This SDK contains new extensions released by NVIDIA to support the Turing GPU architecture. An overview of new features in the release and links to the release notes and the SDKs in the LunarG post.
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
Enterprises should find it easier to tap the benefits of FPGAs now that Dell EMC and Fujitsu are putting Intel Arria 10 GX Programmable Acceleration Cards into off-the-shelf servers for the data center. The Arria 10 GX cards offers the Intel FPGA SDK for OpenCL to help ease programming hurdles. Xilinx has also been building up the software stack for its own FPGA product families, and recently announced what it calls a new category of programmable chip – the Adaptive Compute Acceleration Platform (ACAP). It says that developers can work with ACAPS using standard tools like C/C++, OpenCL, and Python.