Vulkan tagged news

Vulkan Samples: Bandwidth and Throughput Optimizations for Mobile

While powerful, the Vulkan API can be quite complex for mobile developers. At GDC 2019, Arm released a set of Vulkan samples that illustrated a comprehensive list of best practice recommendations. Since then, these have been donated to Khronos Group and have been improved with contributions from other GPU vendors, and the well-known samples from Sascha Willems. The repository contains samples that provide a reference for API features and new Vulkan extensions, as well as performance samples focusing on CPU and GPU optimizations. This blog covers a few of these performance samples, focusing on considerations around limited power and therefore bandwidth on mobile devices with tile-based rendering.

Path of Exile has released their 3.10.2 Patch, which includes a beta version of our Vulkan renderer. To access the new Vulkan renderer, launch the game and go to the Graphics Options screen. Then change the Renderer option to “Vulkan (Beta)”. It should take effect without you having to relaunch Path of Exile. “Our philosophy with the Vulkan renderer is frame rate consistency, so that players can enjoy Path of Exile without stuttering/spikes at arbitrary times.”

In the latest Steam Beta from May 25, a new option in the Shader Pre-Caching settings, allows you to enable “Allow background processing of Vulkan shaders”. This is a step towards making Steam games on Linux run smoother. For those interested in a little background, it’s using the Fossilize library and Vulkan layer which you can find on Valve’s GitHub.

Connect directly with NVIDIA Developer Technology Engineers on OpenGL and Vulkan-related topics to get answers to all of your questions. Whether you have questions about regular graphics use, compute shaders, ray tracing, or interop between the apis, we’re here to help you with questions around the Khronos graphics apis. Space is limited to 150 people, so don’t wait to sign-up.

​Godot Engine has started up their Vulkan Progress Reports after 3 month hiatus. GamingOnLinux touts Godot Engine as making more impressive progress towards Vulkan API support. Godot 4.0 will see many improvements including: using a special screen-space filter to correctly simulate roughness; GLSL shaders (not Godot shaders, real GLSL 4.50+Vulkan extensions) can now be imported and will be automatically imported and converted to SPIR-V when found; allowing you to have low level access to the rendering APIs. Check out the report to learn more.