This year's GDC sounds like it might be quite interesting! AMD, NVIDIA, Khronos, Unity, Croteam and more have announced they will be doing a bunch of talks and some of them will be about Vulkan.
All companies will likely have other talks, but I've scraped the list to see what's interesting. Each talk has multiple people involved, from different companies.
Khronos have listed some here and AMD are listing some additional ones they plan here.
First up, Khronos are listing:
- Vulkan Advisory Panel Meeting
- Vulkan on Desktop Deep Dive
- When Vulkan was One: Looking Back, Looking Ahead
AMD will have these talks about Vulkan
- D3D12 and Vulkan Done Right
- Wave Programming in D3D12 and Vulkan
- D3D12 & Vulkan: Lessons Learned
Then we have Mikko Strandborg from Unity taking part in a talk named "Get the Most from Vulkan in Unity with Practical Examples from Infinite Dreams" with others from ARM and Infinite Dreams.
NVIDIA will also be doing one named "NVIDIA Vulkan Update".
It's possible I've missed some and probable more will be announced as it comes closer to GDC time. GDC this year will run from February 27 — March 3, 2017.
Thanks to mphuZ on Twitter for reminding me to write about it.
All companies will likely have other talks, but I've scraped the list to see what's interesting. Each talk has multiple people involved, from different companies.
Khronos have listed some here and AMD are listing some additional ones they plan here.
First up, Khronos are listing:
- Vulkan Advisory Panel Meeting
- Vulkan on Desktop Deep Dive
- When Vulkan was One: Looking Back, Looking Ahead
AMD will have these talks about Vulkan
- D3D12 and Vulkan Done Right
- Wave Programming in D3D12 and Vulkan
- D3D12 & Vulkan: Lessons Learned
Then we have Mikko Strandborg from Unity taking part in a talk named "Get the Most from Vulkan in Unity with Practical Examples from Infinite Dreams" with others from ARM and Infinite Dreams.
NVIDIA will also be doing one named "NVIDIA Vulkan Update".
It's possible I've missed some and probable more will be announced as it comes closer to GDC time. GDC this year will run from February 27 — March 3, 2017.
Thanks to mphuZ on Twitter for reminding me to write about it.
Some you may have missed, popular articles from the last month:
Quoting: edoQuoting: lijuMight be a silly question, but can any of You advice what is the reason for dev now to study and learn directx12 instead of focusing on Vulkan? What benefit could there be to choose dx12 over Vulkan nowadays? Any super support from ms? Incentive? Is it that vulkan is available on windows, but not x1? I would think having limited manpower resources its always better to go 100% into Vulkan to reach easily more devices/ bigger market. Am I wrong here?W10 market share is rising, dx12 also works on xbox one and thats a lot of users, better tools than on vulkan, it has support from MS so aaa devs can ask them for help, supports sharing stuff across multigpu, etc.
Vulkan features and toolsets are growing and have the benefit of multi co help (open source), and I wouldn't call XB1 and W10 MULTI platform, lets look at what Vulkan Supports = Win7 Vista Win8 Win8.1 Win10 Linux Android(mobile) ARM devices, even Arduino, oh and Nintendo Switch (and PS4 I believe allows it). So the only platforms not supporting Vulkan is iOS and XB1, and that is because their stuck so far up their own as**** to even see the horizon...
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Quoting: GuestBut yes, it would help Vulkan adoption if something for direct HLSL -> SPIR-V was publicly available.
https://github.com/KhronosGroup/glslang/issues/362
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Most developers don't even bother looking I suspect, they expect EVERYTHING to be included with the Vulkan SDK and ignore community contributions like this.. Shrug...
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Quoting: TheRiddickSo the only platforms not supporting Vulkan is iOS and XB1, and that is because their stuck so far up their own as**** to even see the horizon...
Well it can work with Apple... using MoltenVK. But yeah it's very disappointing they didn't use Vulkan straight up.
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Apple are just being usual jerks here.
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In addition, converting GLSL code to Vulkan-compatible SPIR-V without optimising it may cause performance obstacles. Even if Vulkan and DirectX 12 are quite close in syntax, it's not all the same.
Have a Game "just running" won't help much, we'll see the same problem with overhead and badly optimised games that we have now while using OpenGL for ported DirectX 11 games.
Have a Game "just running" won't help much, we'll see the same problem with overhead and badly optimised games that we have now while using OpenGL for ported DirectX 11 games.
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