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Blog: Vulkan Runtime and Loader Security on Windows OS

The LunarG Vulkan software development kit (SDK) provides the development and runtime components required to build, run, and debug Vulkan applications. Developers can download the LunarG Vulkan SDK from the LunarXchange website. This blog post will discuss security as it relates to the Vulkan Runtime and Loader on Windows OS.
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Windows Story Remix with glTF support

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Microsoft Story Remix has the ability to combine multiple elements, including mixed-reality content from Microsoft’s 3D assets site, 3D Remix. 3D Remix works with third-party content in the glTF interchange format to create eye-popping, special-effects-driven stories. Checkout Remix 3D Preview with glTF online today.
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Vulkan Multi-GPU Support - Not Just for Windows 10

At GDC 2017, in San Francisco during February, Khronos™ released several new Vulkan® extensions for cross-platform Virtual Reality rendering and multiple GPU access. This functionality has been initially released as KHX extensions to enable feedback from the developer community before being incorporated into final specifications. One key question that we have been asked since GDC is whether the Vulkan multi-GPU functionality is specifically tied to ship only on Windows 10.
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Vulkan Multi-GPU Support - Not Just for Windows 10


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Star Citizen to ditch DirectX in favor of Vulkan

Cloud Imperium Games developer Ali Brown indicated that Star Citizen will be dropping DirectX support in favor of Vulkan. Specifically, Brown mentioned that CIG had been developing on DX11, with an intent to support DX12. However, because Vulkan enables single-API support for older version of Windows (and Linux) without sacrificing performance and features, the plan now is to move away from DirectX completely.
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NVIDIA 378.66 drivers for Windows offer OpenCL 2.0 evaluation support

NVIDIA graphics driver for Windows version 378.66 is now offering some OpenCL 2.0 support. From the release notes: "New features in OpenCL 2.0 are available in the driver for evaluation purposes only." Some known issues include: The current implementation is limited to 64-bit platforms only; OpenCL 2.0 allows kernels to be enqueued with global_work_size larger than the compute capability of the NVIDIA GPU. The current implementation supports only combinations of global_work_size and local_work_size that are within the compute capability of the NVIDIA GPU; For executing kernels (whether from the host or the device), OpenCL 2.0 supports non-uniform ND-ranges where global_work_size does not need to be divisible by the local_work_size. This capability is not yet supported in the NVIDIA driver, and therefore not supported for device side kernel enqueues.
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Intel moving from beta to full official support for Vulkan on Windows going forward

Intel announces that they are moving from beta support to full official support for the Vulkan API (version 1.0.33.0) on Windows going forward.
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Microsoft to collaborate on glTF in 3D Formats working group

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Earlier this week, at the Microsoft Windows 10 Event in New York, Microsoft shared their vision around 3D for everyone. As part of achieving that vision Microsoft announced they are joining the 3D Formats working group at Khronos to collaborate on its GL Transmission Format (glTF).
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NVIDIA introduces world’s first production Vulkan drivers

NVIDIA is rolling out the world’s first production Vulkan drivers today as part of the Android 6.0 Marshmallow OTA update to SHIELD Android TV. This makes SHIELD Android TV the first consumer platform with production installed Vulkan drivers – making it an ideal platform for Android developers to get easy access to this new-generation graphics API This continues NVIDIA’s rollout of Vulkan drivers across multiple platforms, including Windows 7-10, desktop and embedded Linux and now Android.
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LunarG Releases the First Vulkan SDK for Windows and Linux Operating Systems

LunarG, Inc. announced the release of the first Vulkan Software Development Kit (SDK) for Windows® and Linux operating systems. The SDK includes the resources developers need to get started creating the next generation of 3D graphics applications.
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