Vulkan tagged news

Khronos Group asking for feedback on removing BEGIN_RANGE / END_RANGE / RANGE_SIZE tokens from headers

The Khronos Group is asking for feedback on removing the automatically generated VK_*_BEGIN_RANGE, VK_*_END_RANGE, and VK_*_RANGE_SIZE tokens from the Vulkan headers. These tokens are currently defined for some enumerated types, but are explicitly not part of the Vulkan API. We are accepting comments on this topic in this GitHub issue. We strongly suggest any external projects using these tokens immediately migrate away from them.

NVIDIA Vulkan Raytracing Sample

The focus of this document and the provided code is to showcase a basic integration of ray tracing within an existing Vulkan sample, using the VK_KHR_ray_tracing extension. This tutorial starts from a basic Vulkan application and provides step-by-step instructions to modify and add methods and functions. The sections are organized by components, with subsections identifying the modified functions

 NVIDIA Announces Nsight Graphics 2020.2 with expanded Vulkan Support

Nsight Graphics 2020.2 is now available for download. A number of features have been added that dramatically expand the functionality of the tools in relation to Vulkan. By popular demand, GPU Trace can now profile Vulkan based applications! When profiling applications using Vulkan, it’s possible to get primary and secondary command buffer timings, as well as barriers, synchronization objects and user markers correlated to the GPU unit utilization and throughput metrics.

Khronos Group Releases Vulkan Ray Tracing

The Khronos Group announces the ratification and public release of the Vulkan Ray Tracing provisional extensions, creating the industry’s first open, cross-vendor, cross-platform standard for ray tracing acceleration. Primarily focused on meeting desktop market demand for both real-time and offline rendering, the release of Vulkan Ray Tracing as provisional extensions enables the developer community to provide feedback before the specifications are finalized. Comments and feedback will be collected through the Vulkan GitHub Issues Tracker and Khronos Developer Slack. Developers are also encouraged to share comments with their preferred hardware vendors. The specifications are available today on the Vulkan Registry. An introductory launch presentation on Vulkan Ray Tracing is here, and further technical details can be found in this blog post.

Today, The Khronos Group announces the ratification and public release of the Vulkan Ray Tracing provisional extensions, creating the industry’s first open, cross-vendor, cross-platform standard for ray tracing acceleration. Primarily focused on meeting desktop market demand for both real-time and offline rendering, the release of Vulkan Ray Tracing as provisional extensions enables the developer community to provide feedback before the specifications are finalized. Comments and feedback will be collected through the Vulkan GitHub Issues Tracker and Khronos Developer Slack. Developers are also encouraged to share comments with their preferred hardware vendors. The specifications are available today on the Vulkan Registry.

 NVIDIA: Ray Tracing Essentials Part 4: The Ray Tracing Pipeline with Vulkan

NVIDIA recently published Ray Tracing Gems, a deep-dive into best practices for real-time ray tracing. The book was made free-to-download, to help all developers embrace the bleeding edge of rendering technology. Ray Tracing Essentials is a seven-part video series hosted by the editor of Ray Tracing Gems, NVIDIA’s Eric Haines. The aim of this program is to make developers aware of various terms and concepts used in the field and with Vulkan, while also inspiring them with dramatic and beautiful uses of the technology. This post is about the fourth video in this series, the Ray Tracing Pipeline.

Basemark GPU Expands benchmarking to all major OSs and APIs including OpenGL 4.5, OpenGL ES 3.2 and Vulkan 1.0

Basemark announced the ability for anyone to objectively compare devices ranging from powerful desktops to low-powered embedded systems across all major operating systems. This is all possible with a new version of Basemark GPU, available now.

Basemark GPU 1.2 features the following:

  • Operating system support: Android, iOS, Linux, MacOS and Windows
  • Graphics API support: DirectX 12, Metal 2, OpenGL 4.5, OpenGL ES 3.1 and Vulkan 1.0
  • Three different modes: High Quality for powerful desktop computer, Medium Quality for laptops and powerful mobile devices such as premium smartphones and Simple Quality for embedded devices and entry level smartphones

This month in the NVIDIA Developer Blog, Ashwin Lele and Ashwin Kolhe discuss how to use HLSL Ray Tracing with Vulkan. The NVIDIA VKRay extension, with the DXC compiler and SPIR-V backend, provides the same level of ray tracing functionality in Vulkan through HLSL as is currently available in DXR. You can now develop ray-tracing applications using DXR or NVIDIA VKRay with minimized shader re-writing to deploy to either the DirectX or Vulkan APIs.

There are best practices for GPU performance events that are universally used by profiling tools such as NVIDIA Nsight Graphics and NVIDIA Nsight Systems, for navigating through complex frame rendering. While all modern graphics APIs (Direct3D 11, Direct3D 12, Vulkan, and OpenGL 4.3) offer a simple solution to set these begin/end performance markers, they do not enforce the conventions that profiling tools follow. Read on to learn some Do’s and Don’ts to make your game work better with profiling tools and easier for NVIDIA engineers to help you optimize your game.

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