Por fin liberan la especificacion final de Vulkan y ademas estara en la GDC.

hilo_khronos-presenta-vulkan-antes-glnext-opengl-next_2080654

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Por fin despues de 18 meses esta listo el codigo fuente con las finales especificaciones y listo para poder usar por cualquier persona o grupo. De esta manera esta tambien toda la documentacion requerida para Vulkan 1.0, el cual estar disponible para varias plataformas, como PC, consolas y otros dispositivos portatiles y en diferentes sistemas operativos. Desde windows 7, GNU/Linux, SteamOS, MacOSX, etc.


Pues ya con las especificaciones oficiales y SDK oficial tambien, dentro de poco deberemos contar con esta API en los controladores de AMD Radeon y Nvidia Geforce, asi por lo pronto en otros dispositivos nvidia ya agrego el soporte de vulkan en su Android, Marshmallow

https://developer.nvidia.com/vulkan-android


Vulkan 1.0

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Vulkan is the result of 18 months in an intense collaboration between leading hardware, game engine and platform vendors, built on significant contributions from multiple Khronos members.Vulkan is designed for portability across multiple platforms with desktop and mobile GPU architectures. Vulkan is available on multiple versions of Microsoft Windows from Windows 7 to Windows 10, and has been adopted as a native rendering and compute API by platformsincluding Linux, SteamOS, Tizen and Android.

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By placing an unprecedented collection of Vulkan-related materials into open source, including the full Vulkan conformance tests, the specification source, and a rich set of software tools, Khronos is enabling strong community participation to drive API consistency and ecosystem evolution.All Khronos open source projects are available here: https://github.com/KhronosGroup.

Vulkan’s layered design enables a common, extensible architecture to install tool layers for code validation, debugging and profiling during development without impacting production performance. Khronos’ open source materials enable SDKs and tools to be built for any platform.




LunarG Vulkan SDK
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LunarG has released the first Vulkan SDK for Windows and Linux concurrently with the Vulkan 1.0 specification. The SDK includes validation layers to ensure proper Vulkan API usage and improve portability across platforms and graphics hardware. Additional layers are available for taking screenshots, tracing API activity, and running other debugging tasks. The LunarG SDK contains sample programs and documentation to help developers accelerate application development. The LunarG SDK for Vulkan is open source and freely available from LunarXchange at vulkan.lunarg.com.

“Vulkan, by design, is a very low-level API that provides applications direct control over GPU acceleration with minimized CPU overhead and efficient multi-threaded performance,” says Karen Ghavam, CEO at LunarG Inc. “The SDK provides essential tools to aid application developers in developing to this lower level API.”
Industry Support for Vulkan 1.0

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“The release of the Vulkan™ 1.0 specification is a huge step forward for developers. The Vulkan API, which was derived from Mantle, will bring the benefits of low-overhead high-performance Graphics API to the benefit of cross-platform and cross-vendor targeted applications,” said Raja Koduri, senior vice president and chief architect, Radeon Technologies Group, AMD. “The promotion of open and scalable technologies continues to be the focus at AMD, as a pioneer in the low-overhead API space. As a member of the Khronos Group, AMD is proud to collaborate with hardware and software industry leaders to develop the Vulkan API to ignite the next evolution in PC game development.”

“Vulkan 1.0 gives graphics app designers efficient, flexible control of the GPU and allows them to take full advantage of multicore CPU and ARM® big.LITTLE™ configurations,” said Tom Olson, director of graphics research, ARM. “Developers want to enhance the user experience but they also need to preserve mobile device battery life. Vulkan helps achieve this by enabling a route to delivering rich ARM Mali™-based graphics experiences in a highly efficient way.”

“Vulkan takes cross-platform performance and control to the next level,” said Bill Hollings of The Brenwill Workshop. “We are excited to be working through Khronos, the forum for open industry standards, to bring Vulkan to iOS and OS X.”

“We are excited to be working closely with Vulkan, and contributing in our area of expertise,” said Andrew Richards, CEO of Codeplay. “Our teams are driving forward using Vulkan and SPIR-V to provide an implementation allowing industries to develop breakthrough technologies in machine vision, big data processing and mobile applications.”




See Vulkan at GDC 2016

Vulkan work group members will hold sessions for the public 2:00-7:00 PM on Wednesday March 16 at “Green Space” located at 657 Mission Street Suite 200, in San Francisco. There are also a large number of Vulkan-related presentations and activities to be seen at the Game Developers Conference held in San Francisco on March 14-18th 2016. Details are on the Khronos event page.


https://www.khronos.org/news/events/201 ... -francisco


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Primer juego con Vulkan, 'The Talos Principle', juego Indie como era de esperarse.


http://steamcommunity.com/games/257510/ ... 4359372435
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Aunque veo algo raros los requerimientos publicados por steam, seguro sea un error de tecleo. Piden GPUs Direct3D11, y sin embargo ponen que usa la version de Direct3D9.0c
Requisitos del sistema

Mínimo:
SO: Windows XP 32-bit (with service pack 3)
Procesador: Dual-core 2.0 GHz
Memoria: 2 GB de RAM
Gráficos: DirectX 10 class GPU with 512MB VRAM (nVidia GeForce 8600 series, AMD Radeon HD 3600 series, Intel HD 4000 series)
DirectX: Versión 9.0c
Almacenamiento: 5 GB de espacio disponible
Tarjeta de sonido: DirectX9.0c Compatible Sound Card

Recomendado:
SO: Windows 7 64-bit
Procesador: Quad-core 3.0 GHz
Memoria: 4 GB de RAM
Gráficos: DirectX 11 class GPU with 1GB VRAM (nVidia GeForce 480 GTX, AMD Radeon HD 5870)
DirectX: Versión 9.0c
En esta pagina han colgado los drivers pero tengo una duda ¿se instalan junto a los "normales" o primero hay que desinstalar los "normales"?
Esperemos que no pase como con opengl. Que hace muchos años estaba a la par de directx y luego se fue abandonando su desarrollo poco a poco.

Tener una API libre, multiplataforma, con buen rendimiento y que se actualice según las necesidades del mercado es algo que nos beneficia a todos.

Esperemos que en algún momento Apple abandone Metal en favor de Vulcan ya que es la única grande que se resiste.
franaloper escribió:Esperemos que no pase como con opengl. Que hace muchos años estaba a la par de directx y luego se fue abandonando su desarrollo poco a poco.


Carmak y otros dearrolladores seguian actualizando OpenGL, el problema deriva en los fabricantes del GPU que no actualizaban el archivo a las ultimas versiones mejoradas, y eso pasa por la falta de una compañia de peso que respalde X o Y tecnologia, en este caso la API OpenGL. Si con Vulkan, que sigue siendo penGL con un nuevo nombre, parece que tendra un respaldo de algunas empresas, entre ellas Valve y Steam, con lo que esperemos forcen a que AMD, nVIdia e Intel usen las versiones recientes de la API en sus controladores de video.



Por lo pronto Nvidia parece que no dara soporte a Vulkan para las geforce serie 500 y 400 en sus controladores.

http://wccftech.com/nvidia-fermi-geforc ... i-support/

nvidia escribió:We are currently not planning to support for 4-5 (Fermi) class GPUs. It is not an engineering issue, it’s an install base issue. So if that causes you pain, please contact your local NVIDIA representative and let me know.


Aunque en algunas diapositivas si aparecia el uso de Vulkan para estas GPUs.

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Algunos desarrolladoresd de emuladores de consolas, han manifestado el interes de actualizar su codigo a Vulkan [OpenGL 5.x]
Vulkan sigue apareciendo en las ultimas versuiones de los controladores de AMD Radon.
Mientras tanto, Microsoft publica las especificaciones de la API Direct3D12 con los TIERS y FEATURES_LEVELS totales y opcionales.

https://msdn.microsoft.com/en-us/librar ... 5%29.aspx#

MICROSOFT escribió:Direct3D feature levels

To handle the diversity of video cards in new and existing machines, Microsoft Direct3D 11 introduces the concept of feature levels. This topic discusses Direct3D feature levels.

Each video card implements a certain level of Microsoft DirectX (DX) functionality depending on the graphics processing units (GPUs) installed. In prior versions of Microsoft Direct3D, you could find out the version of Direct3D the video card implemented, and then program your application accordingly.


Numbering Systems

There are three distinct numbering systems, for Direct3D versions, shader models, and feature levels:

Direct3D versions use a period; for example, Direct3D 12.0.
Shader models use a period; for example, shader model 5.1.
Feature levels use an underscore; for example, feature level 12_0.


Overview For Each Feature Level

The following features are available for each Direct3D feature level.

The headings across the top row are Direct3D feature levels. The headings in the left-hand column are features.

Tabla: http://s16.postimg.org/9400kwghh/d3d12.png


Y la tabla:

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Pues con DOTA sigue estando mejor el rendimiento de las Geforce.

http://www.computerbase.de/2016-05/dota ... -benchmark


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