In this white paper, LunarG demonstrates how to debug GLSL/HLSL shaders using a recent Vulkan feature, Debug PrintF.
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 here.
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…
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…
In this blog from Igalia, Victor Jaquez reports on his work-in-progress effort to integrate video decoding using the new Vulkan Video API in the GStreamer multimedia framework.
With the release of this new version, nine new extensions have been added along with fixes to a long-standing issue with queue family present support info on Linux.
LunarG has released new Windows, Linux, and macOS SDKs for Vulkan header 1.2.182. These SDKs include support for many new extensions as well as updates to devsim. New extensions include: Note that extensions are optional and may not be implemented by the underlying driver/ICD. Applications can now query for the presence of these new features: VK_EXT_acquire_drm_display VK_EXT_multi_draw VK_EXT_physical_device_drm VK_HUAWEI_subpass_shading (broken, disabled from the Loader and Validation Layers) VK_NV_ray_tracing_motion_blur (The SPIR-V capability RayTracingMotionBlurNV has been disabled from the validation layers until this capability is defined in SPIR-V) VK_KHR_shader_subgroup_uniform_control_flow VK_EXT_global_priority_query VK_NVX_binary_import VK_EXT_provoking_vertex