The Khronos Group would like to welcome its newest Contributor Member, CTRL-labs. CTRL-labs builds radically pragmatic non-invasive neural interface technology with single-neuron resolution. The CTRL-kit SDK enables XR developers, roboticists, designers, and researchers to reimagine the relationship between humans and machines. CTRL-labs technology encompasses research at the intersection of computational neuroscience, statistics, machine learning, biophysics, hardware, and human-computer interaction.
Khronos Welcomes Contributing Member Electronic Arts
The Khronos Group would like to welcome Contributor Member Electronic Arts. Electronic Arts Inc. is a global leader in digital interactive entertainment, with more than 300 million registered players around the world. EA develops and delivers games, content and online services for consoles, mobile devices and personal computers. In addition to actively collaborating with Vulkan, NNEF, and glTF - EA has joined Khronos to help drive innovation and industry standards that aid in delivering amazing experiences to players.
Back in March 2019 it was announced that Xplane Plane-Maker and Airfoil Maker ran in Vulkan on Mac, Windows and Linux with both NVIDIA and AMD drivers. Since that initial update, it has been announced that the full sim now runs natively on Vulkan. Flying with Vulkan is now possible on AMD, NVidia, and Intel drivers. VR is currently not support on Vulkan, but it's coming!
LLVM 2019 wrapped up a couple of weeks ago, and some of the presentations are now rolling out. For a list of Khronos related session, visit our event page. For a complete list of presentations, please visit the LLVM website.
Khronos Establishes Exploratory Group for 3D Commerce Standards and Guidelines
The Khronos Group today announces the formation of an Exploratory Group to investigate the creation of standards and guidelines for the production and distribution of real-time 3D representations of products, so they can be experienced realistically and consistently across all platforms and devices, such as mobile, Web and Augmented Reality (AR) or Virtual Reality (VR) solutions. To gather industry input, the Exploratory Group is open to any company without cost or IP licensing obligations. If there is industry support, Khronos will form a Working Group to enable any interested company to join Khronos and participate under its proven multi-company governance process. Those interested in finding out more and joining the Exploratory Group are invited to visit the 3D Commerce Landing Page.
LunarG released new SDKs for Vulkan 1.1.106.0 that include the most recent extensions and a new Khronos Validation Layer. Much of the documentation for this SDK can be found in the Getting Started Guide, located in the Documentation directory of the SDK and on the Vulkan SDK Download site.
Machine Learning Acceleration in Vulkan with Cooperative Matrices
NVIDIA Tech Blog: Learn more about machine learning acceleration in Vulkan with cooperative matrices by NVIDIA experts. If the Cooperative Matrix Vulkan extension is interesting to you, you can try it out right now! It is shipping for Turing-based GPUs in NVIDIA driver versions 419.09 (Windows) and 418.31.03 (Linux). Links to all the relevant specifications are here.
This is a part 2 in a series exploring Granite‘s Vulkan backend. See part 1 for an introduction. Part 2 dives into code, and starts with the basics. The focus will be to discuss object lifetimes and how Granite deals with the Vulkan rule that you cannot delete objects which are in use by the GPU.
The focus of this NVIDIA tutorial and the provided code is to showcase a basic integration of ray tracing within an existing Vulkan sample, using the VK_NV_ray_tracing extension. Note that for educational purposes all the code is contained in a very small set of files. A real integration would require additional levels of abstraction.
If you weren’t able to attend GDC this year to catch the AMD Advanced Graphics Techniques Tutorial Day and the AMD Sponsored Sessions in person, or you did but still wanted to grab the presentation content for your archives, AMD thought it’d be a good idea to put together a list for both, like they did last year. Check out the lists for session and speaker names, and direct download links with file types and sizes.
As part of our optimisation work, we have added Vulkan support to the game. We have been able to do this not only for Beyond, but for the current live version of the game. OpenGL has been replaced by Vulkan. Many players, particularly players with AMD graphics cards, should see a performance improvement. Read on to learn more about Vulkan and VR announcements.
Flax Engine moves towards cross-platform gaming. Adding Vulkan rendering backend implementation into the engine resulting in greater efficiency, performance, and stability. We see a huge potential of Vulkan API as it opens ways to new areas for Flax to expand including Linux and Android support.
Webinar on Arm Mobile Studio for tracing OpenGL ES, Vulkan and OpenCL API calls
Arm Mobile Studio provides free tools for tracing OpenGL ES, Vulkan and OpenCL API calls, to help you optimize application performance and system resources. Learn more at the Arm Webinar on April 23. The webinar will be made available online after the event.
European Space Agency PyHole for ray tracing an emulated black hole event horizon using OpenCL and WebGL
Arm Mobile Studio is a suite of free-to-use tools which help game and app developers to reach more of the mobile market by efficiently optimizing and debugging high-end content for all Android devices. It includes the Arm Graphics Analyzer to trace graphics performance issues easily, and Arm Streamline performance analyzer, for a whole-system view of performance to determine bottlenecks quickly across both the CPU and GPU. Arm Mobile Studio supports frame-by-frame analysis of OpenGL ES and Vulkan content and lets you trace Vulkan, OpenGL ES, EGL and OpenCL API calls easily in your game from within the Unreal game engine.