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.
Explore the capabilities of the latest graphics hardware and APIs (DXR, Vulkan, and OptiX). 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.
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.