OpenGL News Archives
It has been a while in the making but we are very excited to launch the new Vulkan website to the community. Don’t worry, Vulkan is still maintained and owned by The Khronos Group; we just felt that it had outgrown its old website now that it has been five years since the Vulkan 1.0 launch.
The original Vulkan website was designed for the launch of a cutting edge new API that would, initially, have limited official materials and community content. The old website performed that role admirably, but Vulkan has come a long way and we now have a large and increasing amount of tools, libraries, educational material, and news to showcase that a single page website cannot handle. The new website allows us to gather all these currently disparate internal and community resources in a single, easily navigable place.
Our primary goal with the new vulkan.org site was to place key resources prominently to allow developers to quickly and easily find what they need. With this in mind, each page has buttons in the banner leading straight to the most essential and popular resources. If you need the Vulkan Specification, SDK or Guide you can just jump straight there, no digging needed.
The new site has a whole page dedicated to Vulkan tools and support, giving developers access to SDKs, profilers, debuggers, libraries, language bindings, game engines and frameworks all easy to navigate to through a series of quick buttons. This is a huge improvement and it let’s developers discover new tools or quickly find their go to favorites.
Vulkan is enjoying a boom in adoption by world class developers and we want to make sure we are showcasing this exciting content to our visitors. As such you’ll notice much more prominent use of imagery across the site that will be updated as time goes on and new content is available. There is also now a dedicated “Made with Vulkan” showcase which is a living list of Vulkan content and reveals just how powerful and versatile the API is. If you have a Vulkan project that you would like to let us know about, please use the linked form on the Made with Vulkan page above the showcase.
We hope this website becomes a new focal point for the Vulkan community and improves the Vulkan development experience for both new and experienced developers.
In these days of social distancing, game developers and content creators all over the world are working from home and asking for help using Windows Remote Desktop streaming with the OpenGL tools they use. NVIDIA has created a special tool for GeForce GPUs to accelerate Windows Remote Desktop streaming with GeForce drivers R440 or later. Download and run the executable (nvidiaopenglrdp.exe) from the DesignWorks website as Administrator on the remote Windows PC where your OpenGL application will run. A dialog will confirm that OpenGL acceleration is enabled for Remote Desktop and if a reboot is required.
After missing their original target of transitioning to Intel Gallium3D by default for Mesa 19.3 as the preferred OpenGL Linux driver on Intel graphics hardware, this milestone has now been reached for Mesa 20.0.
The Khronos Group announces the release of the Vulkan 1.2 specification for GPU acceleration. This release integrates 23 proven extensions into the core Vulkan API, bringing significant developer-requested access to new hardware functionality, improved application performance, and enhanced API usability. Multiple GPU vendors have certified conformant implementations, and significant open source tooling is expected during January 2020. Vulkan continues to evolve by listening to developer needs, shipping new functionality as extensions, and then consolidating extensions that receive positive developer feedback into a unified core API specification. Khronos and the Vulkan community will support Vulkan 1.2 in a wide range of open source compilers, tools, and debuggers by the end of January 2020. Driver release updates will be posted on the Vulkan Public Release Tracker.
Find more information on the Vulkan 1.2 specification and associated tests and tools at:
- Khronos’ Vulkan Resource Page
- Sample code can be found in the Vulkan Unified Samples Repository
- Khronos welcomes feedback on Vulkan 1.2 from the developer community through:
- A tutorial on Vulkan Timeline Semaphore
- Updates on HLSL support in Vulkan
- Download Vulkan 1.2 Presentation
- Vulkan 1.2 Apparel
NVIDIA Nsight Systems 2019.6 is now available for download. This release expands graphics trace on Windows by adding support for Direct3D 11, WDDM CPU+GPU queues, and OpenGL. On Linux, new features include support for CUDA 10.2, simultaneous CLI sessions, DWARF unwind and capture by hotkey.
The OpenGL Discussion Boards are now living within the Khronos Community Forums. Everyone is encouraged to join in the conversation on OpenGL and the other Khronos Standards. If Slack is more your speed, we have a Khronos Slack Group you may join.
Today The Khronos Group announces the ratification and public release of the OpenVX™ 1.3 specification, along with code samples and a prototype conformance test suite. OpenVX is a royalty-free open standard for portable, optimized, and power-efficient vision and machine learning inferencing acceleration, vital to embedded and real-time use cases, such as face-, body-, and gesture-tracking, smart video surveillance, advanced driver assistance systems, object and scene reconstruction, augmented reality, visual inspection, robotics, and more. Also available today is an open source implementation of OpenVX 1.3 for Raspberry Pi to make OpenVX widely accessible to developers. The new specification can be found on the OpenVX registry. Read the press release for more details and give Khronos feedback on the OpenVX community forums.
NeoAxis Group announces a new 3D development environment NeoAxis Engine version 2019.1. The environment can be used to develop all kinds of 3D projects such as computer games, visual trainers, VR systems, to visualize processes and develop windowed applications. The engine uses OpenGL API for rendering.
If you are attending GDC 2019, be sure to mark March 19th in your calendar. Khronos will be hosting the annual Developer Day sessions in the Moscone West, Room 2020 from 10am to 6:30PM. This year there will be six (6) sessions covering glTF, WebGL, OpenXR, Vulkan and OpenGL ES. There will also be an OpenXR table at VRDC where you can learn more about OpenXR, talk with OpenXR working group members, and learn how your company can implement or join in the development of this important industry standard. The Khronos Group is once again sponsoring the WebGL/WebVR Meetup. Last year we had over 200 RSVPs and an amazing lineup of speakers.
OGC & Khronos Form Liaison to Improve Interoperability within Geospatial and 3D Graphics Communities
Khronos has formed a liaison agreement with the Open Geospatial Consortium (OGC) in the interest of jointly advancing open geospatial standards related to AR and VR, distributed simulation, and 3D content services. The liaison will let Khronos and OGC assess standards in these fields as well as identify future potential standards that will facilitate interoperability and hardware capabilities of relevant data sharing and analysis. The collaboration will occur through working groups, forums, workshops, committee activities, etc., and OGC will adopt Khronos standards where appropriate.
During the two weeks of October 17-26, Neil Trevett, president of the Khronos Group, will visit a few cities in China to speak at local conventions, universities and member companies. Khronos is looking forward to meeting with local Khronos members, academias and the developer community, to share the latest updates about Khronos APIs. A complete list of public talks at conferences and free public sessions & registration is now online.
The Khronos Group BOF sessions are being held today at SIGGRAPH 2018. All of the sessions will be live streamed with details on all the sessions available on the Khronos SIGGRAPH event page. Sessions will cover glTF, OpenXR, WebGL, Vulkan and OpenGL.
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.
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.
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.