With real-time audiovisual applications that rely on any kind of interactivity, each frame lasts a fleeting moment. A moment you might want to capture, frame and hang on a wall. Fortunately, NAP 0.4.2 includes nap::Snapshot: a new high-resolution screenshot resource that can take stunning frame captures of extreme image quality.
New LunarG Vulkan white paper: Creating Portable Vulkan Applications Using Device Simulation Layer (also called Devsim). Helps Vulkan developers write applications that can be used on multiple platforms while following the Vulkan specification.
RedGamingTech’s Paul Eccleston sits down with Khronos President Neil Trevett to discuss the technologies Khronos has been working on with Vulkan, including ray tracing, and revolutionary new tech such as glTF, 3DCommerce and OpenXR, which has potentially huge ramifications for virtual reality. As well as the current roadmap for Khronos standards, and more…
The field of 3D Computer graphics has grown from a niche technical curiosity in the mid-1970s to mass appeal and distribution via movies and games. We’ve seen applications grow from flying logos, to highly engaging real-time renderings in games, to synthetic humans and de-aged actors in movies finally crossing the “uncanny valley” to be nearly indistinguishable from reality. However, the creation of 3D assets - computer graphics objects and the worlds they inhabit - still requires highly skilled technicians and artists, presenting a bottleneck to more widespread applications, such as creating 3D graphics for websites and E-Commerce. LiDAR has the potential to alleviate this bottleneck.
The 2021.4 release of the NVIDIA Nsight Graphics debugger/profiler has added support for the Provisional Vulkan Video Extension, enabling frame capture of applications using Vulkan-accelerated H.264 and H.265 video decode. Support for the finalized Vulkan Video extension and applications using Vulkan-accelerated encode will be added in a future release.
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LunarG released new Linux, Windows, and macOS SDKs for Vulkan header 1.2.189, featuring many new extensions, devsim enhancements, and macOS updates.
AMD has taken feedback on performance suggestions and incorporated them into the validation layer. This layer is designed to alert the user on sub-optimal usage. Read more on how to enable this best practice layer for AMD.
Learn how to create a Vulkan layer that can benefit from the tools of the Vulkan ecosystem and follow the Vulkan ecosystem conventions so that Vulkan developers don’t have to keep up with constant new behaviors.
Quake – the legendary dark fantasy FPS that revolutionized the genre is now enhanced! This new offering features Vulkan-enhanced graphics including better lighting, new models, updated maps, and a dynamic shadow system. Also supports cross-play, dedicated servers for online deathmatch matchmaking, free optional Add-ons, split-screen support for local deathmatch and co-op, AI opponents in deathmatch and more!
Explore the capabilities of the latest graphics hardware and APIs including a comprehensive chapter on Vulkan Ray Tracing! Review a comprehensive collection of ideas, tips, and best practices for real-time ray tracing applications. Learn about real-time ray tracing, hybrid rendering, denoising & filtering, global illumination, and more, with advice from graphics experts at NVIDIA and top game developers in the game industry.
In this white paper, LunarG demonstrates how to debug GLSL/HLSL shaders using a recent Vulkan feature, Debug PrintF.
Based on Basemark’s performance benchmarking, Vulkan enables consistently more than 50% faster graphics performance compared to OpenGL ES on automotive graphics rendering use cases.
As Godot 4.0 with Vulkan gets closer, the developers have posted an update to clarify the direction that Godot 4 is taking for OpenGL ES. The renderer design and all resulting code has been re-implemented entirely from scratch in order to support Vulkan and modern rendering techniques. This will have taken close to three at the time of release. As such, OpenGL ES will not be supported in Godot 4. The goal is to support OpenGL ES 3 starting in Godot 4.1. There is more information which you can learn about from the Godot Engine team.
At Game Developers Conference today, NVIDIA demonstrated GeForce RTX technologies on the Arm platform using Vulkan to show how advanced graphics can be extended to a broader, more power-efficient set of devices. The demos included Wolfenstein: Youngblood from Bethesda Softworks and MachineGames, as well as The Bistro from the Open Research Content Archive running in real time on a MediaTek Arm platform with ray-traced graphics. The demos are made possible by NVIDIA extending support for its software development kits for implementing five key NVIDIA RTX technologies to Arm and Linux using the Vulkan API.
In this blog from Collabora, Erik Faye-Lund brings us up to date on upstream development, OpenGL 4.6 support, OpenGL compatibility profile, OpenGL ES 3.1 support, Lavapipe and continuous integration, Windows support, macOS support and more…