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Category: Vulkan

Vulkan Hardware Capability Viewer 1.6 released

Version 1.6 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). As with 1.5 this version fully supports Vulkan 1.1 and adds a few new features: Support for the new VK_KHR_push_descriptor extension Support for YCBCR formats You can download the new version from https://vulkan.gpuinfo.org/download.php.

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Vulkan 1.1 is here

A bit later than initially planned Vulkan 1.1 was released to the public yesterday, as usual with day-one driver support by most of the IHVs. Vulkan 1.1 promoted several extension to the core and also adds interesting new functionality like vendor independent subgroup operations. You can get all the details at the Khronos Vulkan landing […]

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Conservative rasterization in Vulkan

I have added a new example to my open source C++ Vulkan examples that demonstrates the basic use of conservative rasterization using the VK_EXT_conservative_rasterization extension. This has been missing from Vulkan some time now (while other APIs already offer this feature) but has recently been added and is already support by at least NVIDIA. Conservative rasterization […]

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How-to video: Debugging a non-visible model in Vulkan using RenderDoc

One of the most common Vulkan related that I’m seeing a lot is about rendering stuff that somehow ends up being not visible on the screen, even though technically everything looks okay (no validation layer errors, correct buffer uploads, etc.). Luckily there are debugging tools tools like RenderDoc that can help locating and fixing such […]

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Vulkan glTF 2.0 C++ phyiscal based rendering

I have released the first working version of a separate (from the examples) Vulkan physical based rendering example that uses the glTF 2.0 model file format. The repository can be found at https://github.com/SaschaWillems/Vulkan-glTF-PBR. glTF is a royalty free format specification by the Khronos Group and is a new format for 3D models gaining lots of traction. […]

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New Vulkan example: Cascaded shadow mapping

In what is most probably my last Vulkan example for 2017 I have added a cascaded shadow mapping example to my open source Vulkan C++ example repository: One big problem of traditional shadow mapping, esp. with large outdoor scenes is the resolution you get as one single shadow map has to cover the whole camera […]

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Combined Vulkan and OpenGL ES listing for android

Upon popular request I finally got around combining android device data from my Vulkan and OpenGL ES hardware databases into a convenient table. This should be handy if you plan on supporting both apis on Vulkan or if you just need to check for general device support. The new page can be reached via https://android.gpuinfo.org/ It […]

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Headless Vulkan examples

I have just added two minimal, mostly self-contained cross-platform headless Vulkan examples to my open source C++ Vulkan repository. Unlike the other examples in my repository these two don’t require a surface (created from a window) and as such can be run on systems with no window compositor. The intention behind the two examples is […]

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The Vulkan Device Simulation Layer

LunarG recently made the new Vulkan Device Simulation layer public. This is a Vulkan instance level layer that injects physical device properties, limits and features based on a json input file, simulating different features than the actual Vulkan device you are running on. The idea behind this is to help developers check if their Vulkan […]

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iOS and macOS support added to the Vulkan examples

Thanks to a contribution from Bill Hollings, one of the developers from MoltenVK , my open source C++ Vulkan examples now also support Apple’s iOS and macOS platforms. MoltenVK is a commercial Vulkan implementation that runs on top of Apple’s Metal api with a free trial available. Details on how to build and run the […]

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