Vulkan
While the initial fervor over low-level graphics APIs has died down quite a bit since they first hit the scene in the middle of the last decade, API development is still alive and well. In fact in many ways it’s better than ever – now that these APIs are accepted and stable, developers on both sides of the aisle can sink their teeth into the new options provided, and plot where to go in the coming years. All the while OSes like Windows 7 are gone (but not forgotten), and a new generation of consoles is on the horizon. So in many ways, the next couple of years are when everything that has been put into motion over the last decade will finally come...
Apple Deprecates OpenGL Across All OSes; Urges Developers to use Metal
As has long been the story at One Infinite Loop, what Apple giveth is what Apple taketh, and Apple’s latest rendition of OSes is going to be no exception...
52 by Ryan Smith on 6/5/2018NVIDIA Releases 397.31 WHQL Drivers: Vulkan 1.1 Support, NVIDIA RTX, And More
After quietly announcing legacy support status for Fermi GPUs and 32-bit operating systems earlier this month, NVIDIA today has released the first Release 396 drivers with 397.31 WHQL, headlined...
7 by Nate Oh on 4/26/2018AMD Releases Radeon Software Adrenalin Edition 18.3.3: Unified Vulkan 1.1 Driver
Today, AMD released Radeon Software Adrenalin Edition 18.3.3, a general update pulling in Vulkan 1.1 support for the main driver branch, as well as bringing support for Sea of...
12 by Nate Oh on 3/20/2018Vulkan 1.1 Specification Released: Open-source Tools, SDKs, and Launch Driver Support
Since the release of Vulkan 1.0 in February 2016, the successor to OpenGL slowly but surely made its way into applications and game engines. Today, roughly two years later...
33 by Nate Oh on 3/7/2018Bringing Vulkan to Apple's Platforms: Khronos Group Announces Open Source MoltenVK 1.0 & SDKs
One of the unfortunate outcomes of Apple's desire to build their own top-to-bottom software ecosystems is that the company has gradually pulled away from supporting common APIs, particularly in...
21 by Nate Oh on 2/26/2018Quick Look: Comparing Vulkan & DX12 API Overhead on 3DMark
Earlier this week the crew over at Futuremark released a major update to their API Overhead testing tool, which is built into the larger 3DMark testing suite. The API...
48 by Ryan Smith on 3/25/2017Doom Vulkan Patch Released
Bethesda PR has sent over a quick note this morning that the long-awaited Vulkan patch for Doom is now available, allowing the game to be played with either the...
73 by Ryan Smith on 7/11/2016Kishonti Announces GFXBench 5 Aztec Ruins At GDC
Today the 2016 Game Developers Conference kicked off, and Kishonti hasn't wasted any time in announcing the latest version of their GFXBench benchmark. While GFXBench 4 is still relatively...
5 by Brandon Chester on 3/14/2016Quick Look: Vulkan Performance on The Talos Principle
Following yesterday’s hard launch of Vulkan 1.0 – drivers, development tools, and the rest of the works – also released alongside Vulkan was the first game with Vulkan rendering...
43 by Daniel Williams & Ryan Smith on 2/17/2016Vulkan 1.0 Specification Released: Drivers & Games Inbound
Back in August of 2014, Khronos announced the Next Generation OpenGL Initiative. The industry consortium, responsible for overseeing a number of major cross-platform GPU standards such as OpenGL and...
40 by Ryan Smith on 2/16/2016Vulkan Status Update: Will Use Feature Sets, Android Support Incoming
Along with updates on OpenGL, Khronos is also offering a status update on the development of Vulkan at this year’s SIGGRAPH show. Khronos’s next-generation low-level API was announced last...
28 by Ryan Smith on 8/10/2015Next Generation OpenGL Becomes Vulkan: Additional Details Released
Continuing this week’s GDC-2015 fueled blitz of graphics API news releases, we have Khronos, the industry consortium behind OpenGL, OpenCL, and other cross-platform compute and graphics APIs. Back in...
44 by Ryan Smith on 3/3/2015Khronos Announces Next Generation OpenGL Initiative
As our regular readers have already seen, 2013 and 2014 has been one of the most significant periods for graphics APIs in years. While OpenGL and Direct3D have not...
22 by Ryan Smith on 8/11/2014