Vulkan Hardware Capability Viewer 2.21 with support for Vulkan Portability released

Release Version 2.21 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). New extensions This version has been updated to Vulkan Headers 1.2.154, adding support for reading new features and properties provided via VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2 for the following extensions: VK_KHR_portability_subset VK_EXT_4444_formats Vulkan Portability Most notable is the addition of VK_KHR_portability_subset to support the Vulkan® Portability™ initiative (github). This extension allows non-conformant Vulkan implementations to be built on top of other graphics api like Metal or DirectX, and allows identification of features missing for a fully-conformant Vulkan implementation. [Read More]

Vulkan Hardware Capability Viewer 2.2 released

Release Version 2.2 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). New extensions This version has been updated to Vulkan Headers 1.2.148, adding support for reading new features and properties provided via VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2 for the following extensions: VK_EXT_fragment_density_map2 VK_EXT_shader_atomic_float VK_EXT_extended_dynamic_state VK_EXT_private_data VK_EXT_image_robustness Wayland support Also new with this version is a dedicated build for Wayland. The Linux versions have always been built for X11, but thanks to external contributions, the application now also has a native Wayland version available at the download page. [Read More]

Vulkan hardware database feature update

Intro The Vulkan hardware database just got one of it’s biggest updates, bringing with it some fundamental changes, lots of optimizations and some quality-of-life improvements. The main reason behind this update were requests from inside the Khronos group, asking for feature coverage based reporting. What does Feature coverage mean? Up until now if you were looking for a specific extension and the devices (or reports) that supported it, the database would only tell you that a device would support the extension, with the driver version being reported just being the latest known version. [Read More]

Vulkan Hardware Capability Viewer 2.03 released

Version 2.03 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). This version has been updated to Vulkan Headers 1.1.129, adding support for new extensions introduced with this header: VK_KHR_performance_query VK_KHR_separate_depth_stencil_layouts VK_KHR_buffer_device_address Aside from new support for these new extensions, this release also includes some small bugfixes related to surface extensions and adds a mapping for VK_PHYSICAL_DEVICE_TYPE_CPU. This is of interest for those that are using software Vulkan implementations like Swiftshader or gfxportability. [Read More]

Vulkan Hardware Capability Viewer 2.02 released

Version 2.02 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). This version has been updated to Vulkan Headers 1.1.124, adding support for all new extensions introduced with this header: VK_KHR_timeline_semaphore VK_KHR_shader_clock The reasons behind this new release just 3 days after the last one is the new new VK_KHR_timeline_semaphore extension, one that people have been anticipating for long. And as there are already drivers supporting this out in the wild, e. [Read More]

Vulkan Hardware Capability Viewer 2.01 released

Version 2.01 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). This version has been updated to Vulkan Headers 1.1.123, adding support for all new extensions introduced with this header: VK_KHR_shader_subgroup_extended_types The main reason for this update is another one though, as it also fixes a bug for extension properties with array values not being properly saved to json and thus not being stored in the database. [Read More]

Vulkan Hardware Capability Viewer 2.01 released

Version 2.01 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). This version has been updated to Vulkan Headers 1.1.123, adding support for all new extensions introduced with this header: VK_KHR_shader_subgroup_extended_types The main reason for this update is another one though, as it also fixes a bug for extension properties with array values not being properly saved to json and thus not being stored in the database. [Read More]

Vulkan Hardware Capability Viewer 2.00 released

Version 2.00 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). The major version bump is caused by a big change in how the code for reading device extension properties and features is generated. You can find a detailled rundown on how this works below. You can download the new version from vulkan.gpuinfo.org/download.php. Appimage for Linux Deploying Qt applications on Linux is not as easy as on Windows, esp. [Read More]

Vulkan Hardware Capability Viewer 1.93 released

Version 1.93 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). This version fully supports Vulkan 1.1 and adds support for reading additional features and properties for the following extensions: VK_EXT_fragment_shader_interlock VK_NV_shader_sm_builtins VK_KHR_depth_stencil_resolve properties VK_EXT_buffer_device_address features VK_EXT_pci_bus_info features In addition there were also a few changes to the Android version of the app: The app is now using the arm64-v8a architecture, as this is a requirement for distributing Android apps in Google’s playstore beginngin this August. [Read More]

Device based views for the Vulkan hardware database

I have just pushed the first big fundamental update to the Vulkan hardware database since it went live in february 2016. With more than 5,000 reports uploaded it already contains lots of valuable data, but I felt that the visualization was lacking. When creating the Vulkan hardware database, I took the same approach as with the OpenGL and OpenGL ES database, making the web front-end more or less as pretty view of the database setup. [Read More]