February 7th at 12:04pmRead More
To help developers get started with leveraging Vulkan for parallel computing, we have contributed a new chapter on compute shaders to Vulkan-Tutorial.com.
The recently released VK_EXT_surface_maintenance1 and VK_EXT_swapchain_maintenance1 extensions resolve a number of longstanding issues with Vulkan's WSI extensions.
December 9th at 8:28amRead More
We’ve just released an extension that I think will completely change how engines approach descriptors going forward.
November 21st at 8:26amRead More
With the release of the VK_EXT_mesh_shader extension Vulkan gets an alternative geometry rasterization pipeline. This extension brings cross-vendor mesh shading to Vulkan, with a focus on improving functional compatibility with DirectX 12.
September 1st at 8:20amRead More
Khronos has introduced a new extension named VK_EXT_graphics_pipeline_library that allows for shaders to be compiled much earlier than at full Pipeline State Object (PSO) creation time. By leveraging this extension, I was able to avoid many causes of frame hitches due to PSOs being late-created at draw time in the Source 2 Vulkan renderer.
March 29th at 9:34amRead More
Vulkan® provides low-level graphics APIs for creating games and other graphics applications. That’s something AMD can help you with!
Alongside my latest papers I released the underlying renderer as open source. It is a real-time deferred renderer with ray traced shadows based on Vulkan and written in C. I'm writing this blog post series in hopes that others may learn from it as well. And maybe some others want to toy with this code base.
This guide provides information about how you can use ASTC effectively to optimize the performance of your apps
In this blog post we’ll discuss Baseline Profiles and how they improve app and library performance, including startup time by up to 40%. While this blogpost focuses on startup, baseline profiles also significantly improve jank as well.
January 28th at 8:49amRead More
The Vulkan API is under constant development, with an ever-growing pool of extensions to solve problems and add valuable new features. However, extensions typically don't come with a deployment timeline or a guarantee of which devices will support them. As a result, it can be hard for developers to have a clear picture of when and where extensions will be supported, and what functionality can be relied on for current and future projects. With Vulkan 1.3 and the new public roadmap, we’re taking a significant step to reduce feature fragmentation.
January 25th at 6:33amRead More