For those that missed it, the Vulkan Webinar that was held by Khronos Group is now available on Youtube.
It's quite a long video at 1 hour and 21 minutes, so you make want to make a coffee and some food.
It's quite a long video at 1 hour and 21 minutes, so you make want to make a coffee and some food.
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Direct Link
Direct Link
Some you may have missed, popular articles from the last month:
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tl;dw Vulkan is for OpenGL 3.1/4.x GPUs. Low-level (i.e. not for beginners) and cross-platform: was based on Mantle but moved on significantly, including core concepts. Should gloss over many inconsistencies, hitches and surprises of different OpenGL implementations. Everything in spec is open source. Spec will evolve, new tests will be added and vendors will be 'pressured' to comply with them. Hardware-specific extensions will still be used for innovation. Loader will manage multiple GPUs for a single app (config using JSON on your system, LOL). No window system required. More work in the future to support VR.
Vulkan supports WinXP+, Linux, ARM etc. Intel/Nvidia/ARM shipped betas. Nvidia in mainline soon. AMD in progress of compliance on Win (almost done, a few issues only). Android is on board. Apple sucks (in khronos but not involved, no vocal support, focused on Metal) but there are people trying to build an intermediary layer on Metal. DX12 is win10 only. Some of the large game engines on board. Talos shipped a quick beta. More simple libs/utils needed. LunarG SDK (thanks in large part to Valve) is ready and free: utils, samples, debugging tools (trace, replay etc), docs.
Vulkan is good and improves CPU-bound stuff mostly: parallelizable but command submission from single thread only, supposed to be cheap. Error checking and debug layers separate, removed in production. Vulkan uses pre-compiled shaders in SPIR-V; decompilable, compressible. Vulkan prerequisites were just added to OpenGL GLSL spec. gslang compiler is being improved accordingly. HLSL (i. e. DX shaders) to SPIR-V compiler should be developed externally by other people.
WebGL will probably not include Vulkan (too low-level, Apple is also a bottle-neck), may be conversely built on top of Vulkan. OpenCL should still be used for compute-only apps. No work on CUDA yet. OpenGL is not going away. Look for more stuff in GDC.
tl;dr Vulkan is awesome.
Vulkan supports WinXP+, Linux, ARM etc. Intel/Nvidia/ARM shipped betas. Nvidia in mainline soon. AMD in progress of compliance on Win (almost done, a few issues only). Android is on board. Apple sucks (in khronos but not involved, no vocal support, focused on Metal) but there are people trying to build an intermediary layer on Metal. DX12 is win10 only. Some of the large game engines on board. Talos shipped a quick beta. More simple libs/utils needed. LunarG SDK (thanks in large part to Valve) is ready and free: utils, samples, debugging tools (trace, replay etc), docs.
Vulkan is good and improves CPU-bound stuff mostly: parallelizable but command submission from single thread only, supposed to be cheap. Error checking and debug layers separate, removed in production. Vulkan uses pre-compiled shaders in SPIR-V; decompilable, compressible. Vulkan prerequisites were just added to OpenGL GLSL spec. gslang compiler is being improved accordingly. HLSL (i. e. DX shaders) to SPIR-V compiler should be developed externally by other people.
WebGL will probably not include Vulkan (too low-level, Apple is also a bottle-neck), may be conversely built on top of Vulkan. OpenCL should still be used for compute-only apps. No work on CUDA yet. OpenGL is not going away. Look for more stuff in GDC.
tl;dr Vulkan is awesome.
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20:43 yikes I'm not seeing Crytek on that list.
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Quoting: AnxiousInfusion20:43 yikes I'm not seeing Crytek on that list.Yeah, it's not an exhaustive list of all game engine developers to use Vulkan in the future. The ones that are in the list are all Vulkan Working Group participants, as can be seen at ~2:50. No Crytek there either.
EDIT: Crytek isn't Croteam...
Last edited by tuubi on 21 February 2016 at 1:07 pm UTC
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