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Tag: Vulkan

Vulkan Hardware Capability Viewer 1.2 released ?>

Vulkan Hardware Capability Viewer 1.2 released

I have released an update to the Vulkan Hardware Capability Viewer. The new version (1.2) adds support for os-specific surface capabilities that are added to the reports and online database. This adds a new category to the tool and reports at the online database (for example this one) containing: Surface properties (extents, usage flags, transforms, etc.) Surface Formats (incl. color spaces) Present modes You can download the new version from http://vulkan.gpuinfo.org/download.php, downloads are available for Windows, Linux and Android (arm and…

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Updated Vulkan example binaries (and vkQuake for Android) ?>

Updated Vulkan example binaries (and vkQuake for Android)

Finally found some time to update the binaries for my open source ++ Vulkan examples. Since the last binaries have been a few months old these contain lots of changes and new examples. So if you just want to run Vulkan examples (to e.g. test your device) you can grab these pre-built binaries instead of compiling from vulkan.gpuinfo.org :  Windows Note : The windows binaries require the media pack (see below) to be present for loading shaders, meshes and textures. 64-Bit…

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New Vulkan example: Indirect drawing ?>

New Vulkan example: Indirect drawing

I have added another example to my open source C++ Vulkan examples. The new one is about indirect drawing (including multi draw if supported). Contrary to their non-direct counterparts, the indirect drawing commands in Vulkan take their draw calls from a buffer that is ideally stored in device local memory. So instead of running single draw commands that get their index base, index count and instancing numbers passed by the host upon getting called, the indirect commands are backed by…

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New Vulkan example: Deferred shading and shadows ?>

New Vulkan example: Deferred shading and shadows

Based on the recently updated deferred shading example, I have added a new example to my open source C++ Vulkan samples. This example adds dynamic shadows from multiple light sources, showcasing a few technologies that can be used to make rendering of multiple shadows more efficient. To achieve this, the example uses a layered depth attachment with one layer per light source that is sampled in the final scene composition. Traditionally one would do multiple passes to render the depth…

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Updated Vulkan deferred shading example video ?>

Updated Vulkan deferred shading example video

Over the past few weeks and months I’ve been constantly working on my Vulkan examples, enhancing existing demos, adding new ones, fixing bugs reported and merging pull requests (thx to anyone that has contributed!). I even found some time to work on a Vulkn deferred shading playground using Crytek’s famous Sponza model. You can find the repository for it here. This Sunday I decided to visually upgrade the deferred shading example included in my samples repository. Deferred shading is commonly…

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Vulkan from the POV of a hobby 3D developer ?>

Vulkan from the POV of a hobby 3D developer

  As there have been lots of new information on Vulkan, Khronos’ new graphics and compute API I decided to do a little write up of the new API from a hobby 3D developer’s point of view. Although I’ve been writing games, demos and applications with OpenGL for roughly 15 years now I still consider myself a hobby developer in terms of 3D graphics. My job is not depending on pushing pixels, maxing out draw calls or swizzling shader commands,…

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