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LunarG, developers of the Vulkan SDK, are asking Vulkan developers to complete a survey to better understand what’s working well and what needs improvement in the Vulkan API ecosystem. This survey is a cooperative effort between LunarG and the Khronos Vulkan Working Group. The survey closes on Monday, February 27th, 2023.

The Khronos Group announces that LunarG has released the Vulkan Software Development Kit (SDK) version for Windows and Linux with full support for the four Vulkan Video extensions finalized in December 2022, including header upgrades and Validation Layer integration. Together with drivers shipping from multiple GPU vendors, developers are now equipped with the essential tools to use Vulkan Video-accelerated H.264 and H.265 decode in frameworks and applications.

New Features Added to All Vulkan SDKs include:

Two new and important features have been added to GFXReconstruct:

  • The “Virtual Swapchain” feature fixes incorrect screen output when swapchain image acquisition order or count is different on the target platform. Virtual Swapchain is enabled by default but can be disabled. See the GFXReconstruct documentation for more information.
  • The new gfxrecon-convert tool (a.k.a. convert) produces JSONlines output representing all the Vulkan commands in a GFXReconstruct capture. For more information, see the “JSON Lines Conversion” section of the GFXReconstruct documentation.

The Vulkan Configurator (vkconfig) has been updated to improve quality and stability. See the Vulkan Configurator documentation for more information.

The HW Capability viewer from is included in the SDK (with an option to auto-launch), and much more…

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 1.1.126 that include the most recent extensions and maintenance updates. This version has improved validation layer coverage and bug fixes along with the addition of the following extensions: VK_KHR_spirv_1_4, VK_KHR_shader_clock, VK_KHR_timeline_semaphore, VK_KHR_shader_subgroup_extended_types, VK_GOOGLE_user_type, VK_IMG_format_pvrtc and VK_KHR_pipeline_executable_properties. For more detailed information, go to 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.