Vulkan tagged news

Imagination Technologies announced the latest version of its PowerVR Graphics SDK, designed to support all aspects of graphics and GPU compute application development. The PowerVR Graphics SDK v4.1 features a host of new functionality, examples and documentation, including full support for the new Vulkan 1.0 open standard API from Khronos. Vulkan provides high-efficiency, cross-platform access to graphics and compute on modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms.

The Khronos Group is holding a series of sessions today in San Francisco. If your are at GDC, take a break and a 5 minute walk over to Green Space to see one of the several sessions Khronos will be hosting. Start the day off with Jon Peddie Research at 8:30AM PT. After a short break there will be 3 back-to-back sessions: WebGL+glTF at noon, Khronos Chapters lunch at 1PM and Vulkan at 2PM. Ending the day off will be a large Khronos Social from 7PM-9:30PM. All the details you need are on the Khronos event page. Unable to attend? No worries, Khronos has you covered with a Livestream of both the WebGL + glTF session and the Vulkan session. We’re expecting a lot of people today and space is limited. Please be sure to register for one of the few remaining spots if you haven’t done so already.

Kishonti allows customers to try out the latest GFXBench version while it’s still in development, which opens the company to continuous feedback. One of the most popular requests has been to see GFXBench take on the Vulkan API. With GFXBench 5.0, the developers introduced a new demo called Aztec Ruins that harnesses the power of Vulkan.

The Khronos Group will be hosting a series of sessions again this year at Green Space in San Francisco. Lined up this year on March 16th will be sessions on WebGL, glTF, Chapters and Vulkan. A Khronos Social for developers to meet and chat with the developers that create some of the Khronos APIs will wrap up the day. Starting the day will be the now famous JPR Press Briefing on the Gaming Market. Complete details and registration for the Khronos sessions are available online. For anyone that cannot make the sessions, we will have live streaming and videos of the event will be available afterwards.

Folks from RenderDoc have written an introductory ‘Vulkan in 30 minutes’ post with a specific target audience in mind, namely those who have a good grounding in existing APIs (e.g. D3D11 and OpenGL) and understand the concepts of multithreading, staging resources, synchronisation and so on but want to know specifically how they are implemented in Vulkan. Take a moment to read this whirlwind tour of what the main Vulkan concepts look like.

Unreal Engine 4’s implementation of Vulkan API enables developers to create visually stunning, cross-platform 3D content that supports more draw calls, and more dynamic objects onscreen, with faster performance than ever before. Watch here to see how it all came together through the making of ProtoStar, revealed at Mobile World Congress 2016.

NVIDIA has released an updated Vulkan graphics driver for Linux and Windows with a few more changes. This new NVIDIA 355.00.28 Vulkan driver update adds support for 64-bit vertex attribute formats, improves the performance of vkBindBufferMemory / vkBindImageMemory / vkCreateGraphicsPipelines operations, no longer enumerates Fermi-based GPUs in vkEnumeratePhysicalDevices, and supports newer versions of the Linux kernel. You can download the updated NVIDIA Vulkan Linux driver at developer.nvidia.com.

Unreal Engine 4 is positioning itself as a high-end, high-spec, high-performance engine that delivers impressive visuals on mobile phones, as well as on consoles and PC’s. Given the realism of the early Vulkan demos, it is clear that low-level hardware API like Vulkan is perhaps that magic bullet that the developers needed to develop even the most demanding content in form factors we could only dream off.

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