In this blog post we’ll discuss Baseline Profiles and how they improve app and library performance, including startup time by up to 40%. While this blogpost focuses on startup, baseline profiles also significantly improve jank as well.
The Vulkan API is under constant development, with an ever-growing pool of extensions to solve problems and add valuable new features. However, extensions typically don't come with a deployment timeline or a guarantee of which devices will support them. As a result, it can be hard for developers to have a clear picture of when and where extensions will be supported, and what functionality can be relied on for current and future projects. With Vulkan 1.3 and the new public roadmap, we’re taking a significant step to reduce feature fragmentation.
One of the extensions released as part of Vulkan 1.2.199 was VK_EXT_image_view_min_lod extension. This extension allows clamping the minimum LOD value accessed by an image view to a minLod value set at image view creation time.
In this tutorial, we will be covering a little-known feature in Khronos' validation layer which can help you detect potential performance issues for Arm Mali GPUs. In 2020, we integrated the functionality of our now-deprecated PerfDoc layer directly into the Khronos validation layer, which we now refer to as Arm best practice validation.
Today we’re announcing VK_KHR_dynamic_rendering. With this extension you can tell the API to start rendering, and it will just do it - no render pass objects!
With real-time audiovisual applications that rely on any kind of interactivity, each frame comes and goes like 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. In this post, I will briefly explain how it works.
Fast compressors significantly improve developer efficiency and reduce iteration time, so it is no surprise that slow ASTC compression has been a major bugbear of developers for some time. The main goal of our work on the compressor has been to make the codec as fast as we could.
Asynchronous compute is a trend that has proven itself to be an effective optimization technique, but it is somewhat difficult pinning down how to apply it. In this post, we will highlight a new Vulkan Sample that was added to Khronos’ sample repository which demonstrates how to use async compute.
In the world of simulation we are accustomed to dealing with both extremely large datasets and very long compute times. When you have datasets this large it can be difficult to distill this down into something that you can derive valuable insights from. This is something that has become more of a pressing issue as the simulation capabilities of Autodesk Fusion 360 have expanded.
Today, Khronos is releasing a set of Provisional Vulkan video acceleration extensions: ‘Vulkan Video’. This blog gives an overview of Vulkan’s new video processing capabilities