The event was named "Moving to Vulkan : How to make your 3D graphics more explicit" and it was held in the UK on May 26th, but the slides have only recently come online.
They have the usual introduction presentations, with slides like this:
They do further clarify the actual problems with OpenGL like being single-threaded.
The slides are all quite interesting, Khronos explicitly state that directly porting to Vulkan won't necessarily give you many benefits. They suggest a re-design to Vulkan, and then port that to OpenGL if needed (from this presentation).
Find the two links at the top of this page. Each link will give you access to multiple presentations.
Lots of useful info there, go take a look.
I still don't think we will see many games come out with Vulkan until late next year. Ideally, we need Unity and Unreal Engine to properly support it to see a wave of games come with Vulkan.
They have the usual introduction presentations, with slides like this:
They do further clarify the actual problems with OpenGL like being single-threaded.
The slides are all quite interesting, Khronos explicitly state that directly porting to Vulkan won't necessarily give you many benefits. They suggest a re-design to Vulkan, and then port that to OpenGL if needed (from this presentation).
Find the two links at the top of this page. Each link will give you access to multiple presentations.
Lots of useful info there, go take a look.
I still don't think we will see many games come out with Vulkan until late next year. Ideally, we need Unity and Unreal Engine to properly support it to see a wave of games come with Vulkan.
Some you may have missed, popular articles from the last month:
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Rather interesting than the engines (UE4, Unity etc.) will be how fast the middleware creators jump that train. They're very commonly bought by 3rd party providers, and if they're DX11/OGL or what-so-ever... well, they'd have to port that first. And it's pretty often the case that middleware takes ages while engines already support new technology.
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