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Release Version 2.2 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android).
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Moving to glTF When I started writing my first Vulkan samples glTF was still in it’s infancy, esp. in terms of tooling.
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I have contributed a new sample to the official Khronos Vulkan Samples repository that shows usage of the VK_EXT_debug_utils for adding debugging information to your Vulkan application.
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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.
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Version 2.03 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android).
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It’s finally here.
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Version 2.02 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android).
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Version 2.01 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android).
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Version 2.00 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android).
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Version 1.93 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android).
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Version 1.2 of the OpenGL Hardware Capability Viewer is now available for all Windows and Linux.
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After adding a basic Nvidia RTX ray tracing example last week, I spent some more time with Vulkan and the VK_NV_ray_tracing extension.
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With all the new Turing extensions that NVIDIA has released alongside it’s new GPU architecture, I decided to replace my GTX 980 with a RTX 2060, mainly for the purpose of doing RTX ray-tracing related Vulkan stuff and also checking out things like mesh a…
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I have released an updated version of the SPIR-V Extension to the Visual Studio Marketplate.
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I have just pushed the first big fundamental update to the Vulkan hardware database since it went live in february 2016.
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Introduction This short tutorial deals with Vulkan’s viewport setup, which differs from the one in OpenGL and other APIs.
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I have pushed an update to my Vulkan glTF PBR 2.0 application that adds support for rendering primitives without indices.
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Introduction Ever since starting to work on my C++ Vulkan glTF PBR application, I was bugged by the fact that it just wouldn’t work on my everyday phone, just crashing at a certain point with an error code that actually should never be thrown by that cert…
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Version 1.92 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android).
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I have released a small update of the Vulkan Hardware Capability Viewer to 1.91 for Windows and Linux.
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Version 1.9 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android).
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Version 1.8 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android).
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Introduction Note: Source code that demonstrates this feature can be found in this new example at my open source C++ Vulkan examples repository.
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Version 1.7 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android).
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Introduction I have added a new example to my open source C++ Vulkan examples that demonstrates the use of input attachments and subpasses within a single render pass.
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I have added a new example to my open source C++ Vulkan examples that demonstrates the use of multiview rendering.
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After reworking the OpenGL ES hardware database some time ago (which was in dire need of an update to be usable again) I have also released a substantial update to the OpenGL hardware database.
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About To help people get started with the Vulkan graphics api I released a repository of examples C++ along with the start of Vulkan.
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Privacy policy This Privacy Policy is intended to inform the users of this website in accordance with the General Data Protection Regulation (GDPR) on the nature, scope and purpose of the collection and use of personal data by the website owner and operat…
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Version 1.7 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android).
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After the recent overhaul I now also have added support for OpenGL ES 3.1 and 3.2 to the OpenGL ES hardware database and the Android app.
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I have released update 0.6 for the OpenGL ES CapsViewer.
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I finally found some time to overhaul the OpenGL ES hardware database.
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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.
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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.
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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.).
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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.
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About A physically-Based Rendering Vulkan reference implementation in C++ with image based lighting using glTF 2.0 models.
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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
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About The “Vulkan hardware capability viewer” is a multi-platform client-side application that collects all available information from a Vulkan implementation that can be uploaded to a public database.
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Upon popular request I finally got around combining android device data from my Vulkan and OpenGL ES hardware databases into a convenient table.
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I have just added two minimal, mostly self-contained cross-platform headless Vulkan examples to my open source C++ Vulkan repository.
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Starting point With my Vulkan C++ example github repository approaching 200 MB in size I decided it was about time to shrink it down to a reasonable size again.
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The Delphi/Pascal OpenGL headers have been updated to support OpenGL 4.6.
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LunarG recently made the new Vulkan Device Simulation layer public.
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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.
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A new version of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android).
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Server-side processing (performance) In preparation for the next release of the Vulkan Hardware Capability Viewer I published a major change to the Vulkan online hardware database at http://vulkan.gpuinfo.org/.
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The last days (and weeks) I’ve been working on a Vulkan example implementing physically based rendering with image based lighting (you can find a nice article with lots of details over at Trent Reed’s blog) and just pushed it to my public github repositor…