2026
- Jan 3, 2026 - New "How to Vulkan in 2026" tutorial
2025
- Dec 7, 2025 - Vulkan Hardware Capability Viewer 4.10 released
- Nov 1, 2025 - OpenCL Hardware Capability Viewer 1.30 released
- Sep 13, 2025 - Vulkan Hardware Database Availability
- Aug 15, 2025 - Fundamental Vulkan Samples rework
- Jun 27, 2025 - Vulkan Hardware Capability Viewer 4.02 released
- Jun 23, 2025 - Shaders for Vulkan samples now also available in HLSL
- Jun 3, 2025 - Shaders for Vulkan samples now also available in slang
- Apr 19, 2025 - Vulkan Hardware Capability Viewer 4.01 released
- Apr 5, 2025 - Improved filtering added to the Vulkan Hardware Database
- Jan 12, 2025 - Cleaning up Vulkan Hardware Database Android reports
2024
- Dec 6, 2024 - Vulkan 1.4 support for the Vulkan Hardware Capability Viewer and database
- Jul 28, 2024 - Extension detail pages for the Vulkan hardware database
- Apr 1, 2024 - Vulkan Hardware Capability Viewer 3.40 released
- Mar 9, 2024 - GPU hardware databases hit 50,000 reports
- Feb 25, 2024 - Improving filtering for the Vulkan hardware database
- Jan 24, 2024 - Vulkan Hardware Capability Viewer 3.33 released
2023
- Oct 14, 2023 - New Vulkan Documentation Site
- Sep 8, 2023 - Vulkan Hardware Capability Viewer 3.32 released
- Jul 22, 2023 - Automatic dark theme toggle for all GPU databases
- Mar 17, 2023 - Vulkan Hardware Capability Viewer 3.29 released
- Mar 4, 2023 - New surface data listings for the Vulkan database
- Feb 8, 2023 - Compute chapter for Vulkan-Tutorial
2022
- Nov 26, 2022 - Reworked compare functionality for all GPU databases
- Nov 19, 2022 - Vulkan Hardware Capability Viewer 3.27 released
- Sep 30, 2022 - Vulkan Hardware Capability Viewer 3.26 released
- Apr 29, 2022 - Vulkan Hardware Database gets global API level selection
- Mar 12, 2022 - Vulkan profiles support for the Vulkan Hardware Capability Viewer and database
- Jan 28, 2022 - Vulkan 1.3 support for the Vulkan Hardware Capability Viewer and database
- Jan 11, 2022 - OpenCL Hardware Database at GPUinfo.org
2021
- Dec 5, 2021 - Vulkan Hardware Capability Viewer 3.05 released
- Oct 23, 2021 - Vulkanised texture compression talk
- Oct 13, 2021 - Vulkan Hardware Capability Viewer 3.04 released
- Aug 1, 2021 - Vulkan Hardware Database updates
- Jul 8, 2021 - Vulkan Hardware Capability Viewer 3.02 released
- Apr 24, 2021 - Vulkan Hardware Capability Viewer 3.01 released
- Feb 19, 2021 - Vulkan Hardware Capability Viewer now available on iOS
- Jan 10, 2021 - Vulkan Hardware Capability Viewer and Database update 3.0
2020
- Dec 6, 2020 - Vulkan hardware database extension feature additions
- Dec 6, 2020 - Vulkan hardware database extension feature additions
- Nov 27, 2020 - Vulkan Samples and hardware capability viewer updated to final ray tracing extensions
- Oct 11, 2020 - Vulkan Hardware Capability Viewer - Mac OSX support Device simulation JSON
- Oct 3, 2020 - Vulkan Hardware Capability Viewer 2.21 with support for Vulkan Portability released
- Aug 2, 2020 - Vulkan Hardware Capability Viewer 2.2 released
- Jun 6, 2020 - New Vulkan glTF examples
- Mar 28, 2020 - Vulkan debug utilities sample and tutorial
- Jan 11, 2020 - Vulkan hardware database feature update
2019
- Dec 2, 2019 - Vulkan Hardware Capability Viewer 2.03 released
- Oct 30, 2019 - Khronos Vulkan Unified Samples repository is here
- Oct 8, 2019 - Vulkan Hardware Capability Viewer 2.02 released
- Oct 5, 2019 - Vulkan Hardware Capability Viewer 2.01 released
- Oct 5, 2019 - Vulkan Hardware Capability Viewer 2.01 released
- Aug 30, 2019 - Vulkan Hardware Capability Viewer 2.00 released
- Jun 7, 2019 - Vulkan Hardware Capability Viewer 1.93 released
- May 26, 2019 - OpenGL Hardware Capability Viewer 1.2 released
- Apr 27, 2019 - Vulkan examples for ray traced shadows and reflections using VK_NV_ray_tracing
- Apr 21, 2019 - New Vulkan example on raytracing using VK_NV_ray_tracing
- Apr 20, 2019 - Turing shader extensions and Visual Studio 2019 support for SPIR-V Extension
- Apr 13, 2019 - Device based views for the Vulkan hardware database
- Mar 29, 2019 - Flipping the Vulkan viewport
- Mar 23, 2019 - Adding support for glTF meshes without indices
- Mar 8, 2019 - Getting a Vulkan application up and running on a low-spec device with buggy drivers
2018
- Dec 7, 2018 - Vulkan Hardware Capability Viewer 1.92 released
- Nov 17, 2018 - Updates to the Vulkan Hardware database and the Hardware Capability Viewer
- Oct 6, 2018 - Vulkan Hardware Capability Viewer 1.9 released
- Sep 15, 2018 - Vulkan Hardware Capability Viewer 1.8 released
- Sep 5, 2018 - Vulkan conditional rendering
- Aug 15, 2018 - Vulkan Hardware Capability Viewer 1.7 released
- Jul 19, 2018 - Vulkan input attachments and sub passes
- Jun 8, 2018 - Multiview rendering in Vulkan using VK_KHR_multiview
- May 21, 2018 - OpenGL hardware database overhaul
- Apr 26, 2018 - Vulkan Hardware Capability Viewer 1.6 released
- Apr 2, 2018 - OpenGL ES database ES 3.1 and 3.2 support, capability listing pages
- Apr 1, 2018 - OpenGL ES CapsViewer updated to 0.6
- Mar 30, 2018 - OpenGL ES hardware database overhaul
- Mar 8, 2018 - Vulkan 1.1 is here
- Mar 4, 2018 - Conservative rasterization in Vulkan using VK_EXT_conservative_rasterization
- Feb 26, 2018 - How-to video: Debugging a non-visible model in Vulkan using RenderDoc
- Feb 11, 2018 - Vulkan glTF 2.0 C++ phyiscal based rendering
2017
- Dec 30, 2017 - New Vulkan example: Cascaded shadow mapping
- Oct 30, 2017 - Combined Vulkan and OpenGL ES listing for android
- Sep 16, 2017 - Headless Vulkan examples
- Sep 10, 2017 - How to shrink down a git(hub) repository
- Aug 27, 2017 - Delphi/Pascal OpenGL Header updated to 4.6
- Aug 19, 2017 - The Vulkan Device Simulation Layer
- Jul 1, 2017 - iOS and macOS support added to the Vulkan examples
- May 28, 2017 - Vulkan Hardware Capability Viewer 1.4 released
- May 6, 2017 - Updates to the Vulkan hardware database
- Apr 22, 2017 - Physically based rendering and moving (hdr) assets out of the repository
- Mar 30, 2017 - Visual Studio 2017 support for SPIR-V Extension
- Mar 25, 2017 - Updated Vulkan example binaries
2016
- Dec 28, 2016 - Updated Android vkQuake binaries
- Nov 19, 2016 - Vulkan Hardware Capability Viewer 1.2 released
- Sep 6, 2016 - Updated Vulkan example binaries (and vkQuake for Android)
- Aug 30, 2016 - SPIR-V Extension for Visual Studio
- Aug 13, 2016 - Vulkan tutorial on rendering a fullscreen quad without buffers
- Aug 12, 2016 - Porting (Vulkan)Quake to Android
- Aug 6, 2016 - New Vulkan example: Indirect drawing
- Jul 17, 2016 - New Vulkan example: Deferred shading and shadows
- Jul 3, 2016 - Updated Vulkan deferred shading example video
- May 28, 2016 - Tutorial on using Vulkan's VK_EXT_debug_marker with RenderDoc
- Apr 11, 2016 - Khronos Chapter Munich Vulkan Slides
- Mar 28, 2016 - Vulkan Examples update
- Feb 18, 2016 - Vulkan is here!
2015
- Dec 19, 2015 - Vulkan specification complete, release imminent
- Dec 14, 2015 - Vulkan related works
- Nov 18, 2015 - OpenGL ES CapsViewer updated to 0.5
- Oct 11, 2015 - Introducing gpuinfo.org
- Aug 13, 2015 - Vulkan from the POV of a hobby 3D developer
- Jul 7, 2015 - Status update
- May 6, 2015 - Parallax offset mapping with WebGL
- Apr 25, 2015 - Geometry instancing with WebGL 2
- Apr 19, 2015 - Using OpenGL ES on windows desktops via EGL
- Feb 5, 2015 - glCapsViewer 1.0 beta release
- Jan 11, 2015 - New features and url for the OpenGL hardware database
- Jan 4, 2015 - Going GitHub with gl(ES)CapsViewer
2014
- Dec 21, 2014 - 2014 - Final posting
- Dec 6, 2014 - Small update to the Delphi/Pascal OpenGL Header
- Sep 24, 2014 - Javascript repository
- Aug 26, 2014 - Delphi/Pascal OpenGL Header now supports OpenGL 4.5
- Jul 18, 2014 - Soruces for simple OpenGL 2.0 HUD/GUI for android
- Jul 12, 2014 - Android OpenGL ES repository
- Jun 19, 2014 - Enhanced C++ compute shader particle system
- Jun 7, 2014 - Compute shaders for particle systems
- Jun 2, 2014 - GL_ARB_debug_output
- May 9, 2014 - Delphi/Pascal OpenGL Header updated and on bitbucket
- Apr 28, 2014 - OpenGL hardware database updated
- Apr 6, 2014 - A note about NVIDIA drivers (on windows) an glCapsViewer
- Feb 21, 2014 - OpenGL ES CapsViewer updated to 0.3
- Feb 18, 2014 - OpenGL ES CapsViewer update to 0.2
- Feb 3, 2014 - OpenGL ES Caps Viewer available on Playstore
- Jan 30, 2014 - 3D loader for android, first roaming zombies
- Jan 20, 2014 - Zombie infected random dungeon crawling
2013
- Dec 29, 2013 - 2013 - Final posting - Dwelling in randomly generated mobile Dungeons
- Dec 18, 2013 - OpenGL ES Hardware Database Preview
- Nov 8, 2013 - From Delphi, Windows, OpenGL and Newton to
- Oct 20, 2013 - New target : Android
- Oct 5, 2013 - Project page for Trugbild
- Sep 15, 2013 - Trugbild finished (PGD 2013 challenge edition)
- Sep 8, 2013 - Trugbild : Almost done
- Sep 2, 2013 - Half-time on "Trugbild"
- Aug 24, 2013 - Setting and progress on "Trugbild"
- Aug 19, 2013 - First screenshots from "Trugbild"
- Aug 17, 2013 - Taking part in the 3rd PGD game challenge
- Jul 28, 2013 - Delphi / Pascal header for OpenGL 4.4
- Jul 13, 2013 - Projekt “W” Phase 2 – New beta release 201 + linux x86_64 support
- Jun 24, 2013 - Going multi-platform, part 6 : Mac OSX
- Jun 1, 2013 - Projekt “W” Phase 2 – New beta release 190
- May 28, 2013 - Projekt "W" finally get's it's own theme song
- May 10, 2013 - The challenges of a game's sound design
- May 2, 2013 - Introducing the AI builder
- Apr 7, 2013 - Projekt “W” Phase 2 - New beta release 170
- Mar 20, 2013 - Implementing the ingame tutorial
- Mar 4, 2013 - Redoing backdrops and tuning globe shaders
- Feb 15, 2013 - Projekt "W" - Phase 2 - First linux release!
- Feb 9, 2013 - Going multi-platform, part 5 : Finishing touches
- Feb 3, 2013 - Going multi-platform, part 4 : First run on a native linux
- Jan 28, 2013 - Going multi-platform, part 3 : First throwback
- Jan 21, 2013 - Going multi-platform, part 2 : First compile and run
- Jan 18, 2013 - Going multi-platform, part 1 : The setup
- Jan 12, 2013 - Agenda for 2013
2012
- Dec 25, 2012 - 2012 - Final posting (and a new release)
- Dec 8, 2012 - New Projekt "W" - Phase 2 beta release 121
- Nov 17, 2012 - Using Generics in Delphi
- Nov 4, 2012 - Updating the AI
- Oct 21, 2012 - Projekt "W" - First public "Phase 2" Beta
- Oct 13, 2012 - Finishing the the first public beta
- Sep 30, 2012 - From "Phase 1" to "Phase 2"
- Sep 7, 2012 - Weekend posting
- Aug 14, 2012 - Battlefield terrains (and some technical stuff)
- Aug 8, 2012 - Delphi / Pascal header for OpenGL 4.3
- Aug 4, 2012 - "Phase 2" - Jungle warfare
- Jul 28, 2012 - "Phase 2" - Satus update July 2012
- Jun 24, 2012 - "Phase 2" - Status update June 2012
- May 28, 2012 - Dungeon Crawler Demo with Source released
- May 4, 2012 - Projekt "W" - "Phase 2" - New Screenshots
- Apr 9, 2012 - "Phase 2" - Quick status report
- Mar 2, 2012 - glCapsViewer 0.7 released - Proxy support added
- Feb 23, 2012 - glCapsViewer new database features
- Feb 14, 2012 - Newton 2.35 (beta) headers uploaded
2011
- Dec 23, 2011 - 2011 - Final posting
- Nov 10, 2011 - "Phase 2" - November work-in-progress video
- Sep 5, 2011 - glCapsViewer - Mac OS X version
- Aug 15, 2011 - glCapsViewer 0.5 + SQL database
- Aug 7, 2011 - glCapsViewer - OpenGL capability viewer + online database
- Aug 1, 2011 - Color selection, FBOs and traditional render-to-texture
- Jul 21, 2011 - Secret agency and some icons
- Jul 19, 2011 - New toy (HD6850)
- Jun 24, 2011 - The eternal circle of GUI design (and some new screenshots)
- Jun 12, 2011 - Game design : Game modes
- May 27, 2011 - Game design : Coastal building spots
- Apr 20, 2011 - "Phase 2" - Eyecandy
- Apr 7, 2011 - Three new newton demos with source
- Apr 4, 2011 - Newton 2.33 (beta) headers uploaded
- Mar 18, 2011 - Japan
- Mar 11, 2011 - Game design : Regional construction queue
- Mar 1, 2011 - Newton SDL developer demos updated (to SDK 2.32)
- Feb 27, 2011 - Game design : Espionage and sabotage
- Feb 22, 2011 - Newton Game Dynamics Engine goes Open-Source
2010
- Dec 28, 2010 - 2010 - Final posting
- Dec 6, 2010 - Newton 2.26 (beta) headers uploaded
- Nov 10, 2010 - Projekt "W" on current c't magazine issue
- Oct 28, 2010 - "Phase 2" status update
- Sep 18, 2010 - PlayStation Move
- Jul 20, 2010 - New user interface in motion
- Jul 8, 2010 - "Phase 2" running on Linux (using WINE)
- Jul 5, 2010 - Quick interception
- May 5, 2010 - The old GUI is history
- Apr 13, 2010 - Some words about "Phase 2"
- Mar 4, 2010 - Omni-directional lights using cubemap shadows
- Feb 26, 2010 - First dungeon crawler prototype (HD Video)
- Feb 7, 2010 - Random Dungeon Generation
- Jan 31, 2010 - Newton SDL demos updated to 2.16
- Jan 14, 2010 - New staff / transfer market window and more on staff experience
2009
- Dec 31, 2009 - Newton header updated (again)
- Dec 29, 2009 - Newton 2.15 (beta) headers uploaded
- Oct 14, 2009 - Status update on "Phase 2"
- Jul 29, 2009 - New screenshot gallery : WipeOut HD fury (PlayStation 3)
- Jul 17, 2009 - Pascal Gamer Magazine Issue 1
- Jun 22, 2009 - Prototyping nukes (including HD video) - Updated
- Jun 20, 2009 - New tool : Explosion Texture Generator
- May 30, 2009 - "Phase 2" - Work-in-progress video (HD) and YouTube channel
- May 12, 2009 - Progress on "Phase 2", new spy type
- Mar 2, 2009 - Projekt "W" - Releasing betas?
- Feb 10, 2009 - GUI, GUI-Editor and Espionage (along with some sabotage)
- Jan 13, 2009 - Quick update
2008
- Nov 23, 2008 - Fallout 3
- Jul 27, 2008 - Promised (Media)update
- Jul 12, 2008 - Big performance jump for "Phase 2"
- Jul 9, 2008 - Quick check-in
- Jun 11, 2008 - Hex battles evolved
- May 30, 2008 - 100k visitors and some Projekt "W"
- May 26, 2008 - New feature for "Phase 2"
- May 16, 2008 - Resuming work on "Phase 2" of Projekt "W"
- Apr 18, 2008 - Guild Wars (and a little break)
- Mar 16, 2008 - Newton tracked tank proof-of-concept demo released
- Mar 14, 2008 - New tracked tank video
- Mar 5, 2008 - Tracked tank with Newton
- Feb 22, 2008 - Some Newton beta-goodness (updated)
- Feb 3, 2008 - Impressions from the battlefield
- Jan 8, 2008 - Skinning of military units finished
2007
- Dec 23, 2007 - First new skinned military unit
- Dec 10, 2007 - Projekt "W" - Roadmap for "Phase 2"
- Dec 2, 2007 - More on the manual hex battles
- Nov 17, 2007 - 2000 downloads and more on "Phase 2"
- Oct 21, 2007 - Different UI themes
- Oct 15, 2007 - Projekt "W" battles and some newton tidbits
- Oct 9, 2007 - Aftermath
- Sep 5, 2007 - Projekt "W" - Patch 1.2
- Aug 28, 2007 - Patch 1.2 coming soon, including tutorial
- Aug 18, 2007 - Projekt "W" - Patch 1.1 (UPDATE 1.11)
- Aug 15, 2007 - Projekt "W" - Phase 1 - Hotfix 1.01
- Aug 14, 2007 - Projekt "W" - Phase 1 - Release!
- Jul 27, 2007 - Working towards release and littel name-change
- Jul 4, 2007 - Artificial intelligence
- Jun 21, 2007 - Good news for owners of old graphics cards and more on AI
- Jun 14, 2007 - Manual and soundsystem
- Jun 5, 2007 - More playtesting, balancing, bughunting and AI
- May 24, 2007 - Transfer market, new cursors, texture compression and more
- May 17, 2007 - First playtesting sessions and hardware requirements
- May 12, 2007 - On the state of Project "W"
- May 4, 2007 - Hotseat mode is in
- Apr 24, 2007 - Endgame screens and top-five
- Apr 9, 2007 - Cast of buildings
- Apr 3, 2007 - Cast of military units
- Mar 28, 2007 - Project "W" - New Video
- Mar 24, 2007 - New page
- Mar 17, 2007 - Next stop : Localization
- Mar 13, 2007 - Climbing the Todo-ladder
- Mar 4, 2007 - Even more work on the GUI
- Feb 26, 2007 - GUI flow
- Feb 15, 2007 - More national identity
- Feb 5, 2007 - Working towards the finish
- Jan 30, 2007 - More content and a VFS
- Jan 24, 2007 - Smaller Steps
- Jan 18, 2007 - Translation
- Jan 15, 2007 - More AI, balancing and research tree
- Jan 10, 2007 - Work on AI started
- Jan 6, 2007 - Raging battles
2006
- Dec 30, 2006 - Last posting of this year
- Dec 26, 2006 - Next feature almost done
- Dec 22, 2006 - Research feature finished and much coding
- Dec 16, 2006 - Next feature plus some debugging and cheating
- Dec 13, 2006 - More content creation
- Dec 9, 2006 - Full Sail
- Dec 4, 2006 - Regional 3D view updated
- Dec 1, 2006 - Tidbits
- Nov 26, 2006 - New style for the main 3D view
- Nov 22, 2006 - Back on the road again
- Nov 7, 2006 - (OT) What I'm up to
- Oct 22, 2006 - (NPG) Newtonplayground 1.53 released
- Oct 10, 2006 - (NPG) Magnetic objects
- Oct 7, 2006 - (NPG) Final skinned ragdoll video
- Oct 4, 2006 - (NPG) Preparing Newtonplayground 1.53
- Sep 27, 2006 - (OT) New System
- Sep 24, 2006 - Game design again
- Sep 20, 2006 - Coding under the hood
- Sep 16, 2006 - GUI, sciences and stuff
- Sep 13, 2006 - New control center
- Sep 12, 2006 - Staff and Espionage
- Sep 8, 2006 - Buildings
- Sep 5, 2006 - Update
- Sep 1, 2006 - Armies and Units
- Aug 29, 2006 - Ingame Hexfield and more Gamedesign
- Aug 26, 2006 - Some infos about gamedesign
- Aug 25, 2006 - Tools and Content
- Aug 23, 2006 - Animated skinned UI-control
- Aug 20, 2006 - GUI - Coding and some Hex(es)
- Aug 18, 2006 - More on the GUI
- Aug 17, 2006 - Some GUI-Work
- Aug 15, 2006 - Refining the game design
- Aug 8, 2006 - Back again
- Feb 11, 2006 - NewtonPlayGround 1.51
- Feb 7, 2006 - The day(s) after
- Jan 31, 2006 - Newton 1.51 out
- Jan 26, 2006 - Manual : Done
- Jan 15, 2006 - NewtonPlayGround is basically done
- Jan 10, 2006 - Media Update
- Jan 7, 2006 - Bugs here, Bugs there, Bugs are everywhere
- Jan 3, 2006 - Newton 1.5 is finally out
2005
- Dec 28, 2005 - Newton's custom joint interface
- Dec 14, 2005 - 1.35 is around the corner
- Nov 28, 2005 - New Newton Beta SDK
- Nov 10, 2005 - Life goes on
- Oct 23, 2005 - Not much happening
- Oct 19, 2005 - It's here
- Oct 18, 2005 - Follow up to the last post (and more)
- Oct 14, 2005 - Switching formats
- Oct 10, 2005 - Porting the NewtonPlayGround
- Oct 5, 2005 - Springtime
- Oct 3, 2005 - Cel Shading
- Sep 29, 2005 - Newton's new Vehicle Container
- Sep 26, 2005 - Different Shadow Techniques
- Sep 23, 2005 - NewtonPlayGround again and Dawn of War Addon
- Sep 19, 2005 - It's walking
- Sep 14, 2005 - What I'm currently working on
- Sep 7, 2005 - Growing up with and shaping up an API
- Sep 4, 2005 - Ageia putting an end to realistic in-game physics
- Sep 2, 2005 - First Entry