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Updated: 7 min 52 sec ago

2018 Vulkan Developer Day in Montréal

Thu, 04/19/2018 - 15:58

Join the folks that formed the standard for a day packed with sessions on how to get the most out of Vulkan. Learn the latest developments in the Vulkan API and hear from other graphics developers about their experiences. Learn about new features in Vulkan 1.1, including subgroup functionality, the shader toolchain for HLSL in Vulkan, memory management, and more. The day will include breakout sessions to facilitate discussions on specific use cases, and lessons learnt by developers porting to Vulkan. Speakers confirmed from AMD, Google, LunarG, NVIDIA, Qualcomm and Samsung, with more to come! There will be plenty of opportunities to provide your feedback, and a Q&A panel comprised of the speakers of the day – so bring your toughest questions! Registration is now open.

Categories: 3D Graphics

Khronos Developer Day at GDC a Huge Success

Tue, 03/20/2018 - 15:45

This years Khronos Developer Day Sessions were the biggest yet, with over 1500 people attending. Most of the sessions were standing room only. Khronos would like to thank the attendees, the speakers, and the support staff who made this day possible. It’s not over yet! On Thursday night there will be a WebGL & glTF Meetup. And, if you were not able to make it to GDC this year, we’ve you covered as well. The presentations are online, video of the sessions will appear online later this week, and we have all your favourite Khronos Standards Merchandise for gals and guys available online.

Categories: 3D Graphics

Khronos Group Releases Vulkan 1.1

Wed, 03/07/2018 - 14:00

The Khronos Group announces the release of the Vulkan 1.1 and SPIR-V 1.3 specifications. Version 1.1 expands Vulkan’s core functionality with developer-requested features, such as subgroup operations, while integrating a wide range of proven extensions from Vulkan 1.0. Khronos will also release full Vulkan 1.1 conformance tests into open source and AMD, Arm, Imagination, Intel Corporation, NVIDIA and Qualcomm have implemented conformant Vulkan 1.1 drivers.


Vulkan now ships natively on almost all GPU-enabled platforms, including Windows 7, 8.X, 10, Android 7.0+ and Linux, plus Khronos recently announced open source tools to enable Vulkan 1.0 applications to be ported to macOS and iOS. Vulkan has widespread support in leading games engines including Unreal, Unity, Source 2 from Valve, id Tech, CroTeam’s Serious Engine, CryEngine, and Xenko. Vulkan is being used in over 30 cutting-edge games on diverse desktop and mobile platforms, including Doom, Quake, Roblox, The Talos Principle, Dota 2, and is the exclusive API used in AAA titles such as Wolfenstein II and Doom VFR.


Read the press release and learn more about the Vulkan 1.1 specification and associated tests and tools on the Vulkan home page.

Categories: 3D Graphics

Vulkan Applications Enabled on Apple Platforms

Mon, 02/26/2018 - 14:14

The Khronos Group announces that the Vulkan Working Group’s Portability Initiative has been working with Khronos members Valve, LunarG, and The Brenwill Workshop to enable Vulkan applications to be ported to Apple platforms. The Vulkan Portability resource page links to a collection of free and open source set of tools, SDKs, and runtime libraries to enable Vulkan development on macOS and deployment on macOS and iOS platforms. Valve is extending Dota 2 using the Vulkan tools on macOS to achieve significantly higher performance than native OpenGL drivers. Vulkan support for Dota 2 on macOS will be released in the coming months as a free update.

Categories: 3D Graphics

Screen-filling Rasterization using Screen-aligned Quads and Triangles with OpenGL

Sun, 02/25/2018 - 17:14

CG Internals published a blog article covering screen-filling rasterization using graphics hardware and modern OpenGL. The findings are applicable to OpenGL ES, Vulkan, and WebGL as well. For rendering screen-filling geometry we usually have to choose between a screen-aligned quad and a screen-aligned triangle. But - is there a difference? If so, which approach is better than the other? In this article we want to show you the differences between both approaches and offer an alternative. Following the theoretical analysis we introduce a demo program and evaluate screencasts together with multiple performance measures.

Categories: 3D Graphics

Intel Mesa driver for Linux is now OpenGL 4.6 conformant

Thu, 02/01/2018 - 16:50

Khronos announced the conformance program for OpenGL 4.6 and Intel has successfully passed conformance tests for its GPU models for the Mesa Linux driver. For specifics on the conformant hardware you can check the list of conformant OpenGL products at the Khronos website. Learn more about these drivers and the OpenGL conformance tests and why they are important to you.

Categories: 3D Graphics

Khronos Launches OpenGL 4.6 Adopters Program - Conformance Test Suite in Open Source

Wed, 01/31/2018 - 13:59

The Khronos Group announces the launch of the OpenGL 4.6 Adopters Program to enable implementations to become officially conformant to the latest generation OpenGL specification. The significantly enhanced OpenGL 4.6 Conformance Test Suite used in the Adopters Program has been released in open source on GitHub to enable industry participation in testing and ongoing conformance test suite improvements. General information on Khronos Adopters Programs can be found here.

Categories: 3D Graphics

Khronos @ GDC 2018

Tue, 01/30/2018 - 16:28

The Khronos Group will be at GDC & VRDC 2018. Be sure to mark us in your calendar for the Khronos Dev Day on March 19th in Moscone, West Hall, Room 3022. This years sessions are now posted and include WebGL, glTF, OpenXR and Vulkan.  Be sure to book mark the Khronos GDC event page and checkout some of our other upcoming events and meet ups.

Categories: 3D Graphics