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Khronos Group Releases Vulkan 1.2

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Today, The Khronos Group, an open consortium of industry-leading companies creating advanced interoperability standards, announces the release of the Vulkan 1.2 specification for GPU acceleration. This release integrates 23 proven extensions into the core Vulkan API, bringing significant developer-requested access to new hardware functionality, improved application performance, and enhanced API usability. Multiple GPU vendors have certified conformant implementations, and significant open source tooling is expected during January 2020.

Vulkan continues to evolve by listening to developer needs, shipping new functionality as extensions, and then consolidating extensions that receive positive developer feedback into a unified core API specification. Carefully selected API features are made optional to enable market-focused implementations. Many Vulkan 1.2 features were requested by developers to meet critical needs in their engines and applications, including: timeline semaphores for easily managed synchronization; a formal memory model to precisely define the semantics of synchronization and memory operations in different threads; descriptor indexing to enable reuse of descriptor layouts by multiple shaders; deeper support for shaders written in HLSL, and more.



"Vulkan 1.2 brings together nearly two dozen high-priority features developed over the past two years into one, unified core Vulkan standard, setting a cutting-edge bar for functionality in the industry's only open GPU API for cross-platform 3D and compute acceleration," said Tom Olson, distinguished engineer at Arm, and Vulkan working group chair. "Khronos will continue delivering regular Vulkan ecosystem updates with this proven, developer-focused methodology to both meet the needs and expand the horizons of real-world applications."

Khronos and the Vulkan community will support Vulkan 1.2 in a wide range of open source compilers, tools, and debuggers by the end of January 2020. This includes the RenderDoc frame capture and debugging tool, the Vulkan conformance test suite, and the Vulkan SDK with support for both the 'GPU Assisted' and 'Best Practices' validation layers.

All GPUs that support previous versions of Vulkan are capable of supporting Vulkan 1.2, ensuring its widespread availability. As of today, five GPU vendors have Vulkan 1.2 implementations passing the Khronos conformance tests: AMD, Arm, Imagination Technologies, Intel, NVIDIA, plus the open-source Mesa RADV driver for AMD. Driver release updates will be posted on the Vulkan Public Release Tracker along with the status of other Vulkan ecosystem components.

Vulkan is an open, royalty-free API for high-efficiency, cross-platform access to modern GPUs, with widespread adoption in leading engines, cutting-edge games, and demanding applications. Vulkan is supported in a diverse range of devices from Windows and Linux PCs, consoles, and the cloud, to mobile phones and embedded platforms, including the addition of Google's Stadia in 2019.

Find more information on the Vulkan 1.2 specification and associated tests and tools at Khronos' Vulkan Resource Page. Sample code can be found in the Vulkan Unified Samples Repository. Khronos welcomes feedback on Vulkan 1.2 from the developer community through Khronos Developer Slack and GitHub.

Industry Support for Vulkan 1.2

"AMD is excited to provide support for the Vulkan 1.2 specification in our upcoming Vulkan 1.2 supported driver for a broad range of AMD graphics hardware, including the AMD Radeon RX 5700 Series and AMD Radeon RX 5500 Series. Vulkan 1.2 brings many new features, including Dynamic Descriptor Indexing and finer type support for 16-bit and 8-bit types - and are designed to enable developers to better take advantage of modern GPU features and deliver richer graphics experiences to end users. We look forward to continued adoption of the Vulkan API and the new graphics experiences possible with the latest Vulkan 1.2 feature set," said Andrej Zdravkovic, corporate vice president, Software Development, AMD.

"The new iteration of Vulkan API highlights the ongoing innovation the Khronos group continues to drive in the high-performance graphics space. Arm is already offering conformant Vulkan 1.2 implementations for the Bifrost and Valhall architectures of our Mali GPU, and we will continue to deliver optimized tools and technologies that make performance more accessible for developers designing for the next generation of immersive experiences," said Pablo Fraile, director of developer ecosystems, client line of business, Arm.

"Stadia is thrilled to see the long-awaited features in Vulkan 1.2. Not only are they a game changer for Stadia but for the Vulkan ecosystem as a whole. Vulkan 1.2 brings remarkable improvements for HLSL support in Vulkan and the increased flexibility and performance gains will enable developers to take greater advantage of the GPU than ever before. Stadia can't wait to see how developers leverage the new timeline semaphore, descriptor indexing, and finer type subgroup operations in graphics and compute for their next generation titles," said Hai Nguyen, staff technical solutions engineer, Google Stadia.

"Imagination welcomes the launch of Vulkan 1.2. It's a great update and will really benefit developers. Our latest GPU architecture - IMG A-Series - will fully support Vulkan 1.2 and will help developers achieve the best performance and power savings. Our best-in-class tools, such as PVRTune and PVRCarbon, are designed with Vulkan in mind, giving developers detailed information of profiling and debugging," said Mark Butler, vice president of software engineering, Imagination Technologies.

"Intel is delighted by the release of Vulkan 1.2 and look forward to seeing developers take advantage of it to deliver even richer visual computing experiences," said Lisa Pearce, vice president, Intel Architecture, graphics and software, and director of the visual technologies team. "With the broadest installed base of PC graphics processors capable of supporting Vulkan 1.2, and with products based on our breakthrough Xe architecture coming shortly, we're excited to play a key role in enabling next-generation visual computing experiences for millions of users."

"NVIDIA's Vulkan 1.2 drivers are available today with full functionality for both Windows and Linux," said Dwight Diercks, senior vice president of software engineering, NVIDIA. "With Vulkan enabling mission-critical applications on NVIDIA GPUs across desktop, embedded and cloud platforms, we're driving innovative functionality to fuel the growing momentum of this key open standard."

"We are very excited about the new capabilities in Vulkan 1.2. The VMA and scheduling features allow us to implement next-generation graphical and computing solutions across a wide array of hardware for our Cider game engine," said Brad Wardell, CEO of Stardock Entertainment.

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Now, Intel and AMD users, we wait.
 
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What games use this requiring rush driver release for consumers?
 
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Where are any Vulkan games though?
I mean several years later, noone or barely anyone is releasing anything, everyone still sticking with Dx11.
 
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That's more than I expected yet still not much. More AAA companies should start developing for Vulkan (or Dx12 at least) so it gets more widespread.
 
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That's more than I expected yet still not much. More AAA companies should start developing for Vulkan (or Dx12 at least) so it gets more widespread.
Some of them can't even get DX12 to work properly and you expect them to develop for Vulkan. Things will maybe improve when next gen consoles arrive.
 
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Not only games require Vulkan, you know. That's why it's on a beta driver on Nvidia, not on a game ready one.
 
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What games use this requiring rush driver release for consumers?

Which is presumably why Nvidia's driver is aimed at DEVELOPERS.
 
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What games use this requiring rush driver release for consumers?
1. For developers. Consumers will join when there's something they can use. It won't write itself.
2. What do you mean by "rush"? It's not like they wrote it today after reading the Vulkan 1.2 manual. Nvidia is a member of Khronos Groups. They were developing the driver along the 1.2 specification.
 
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That's more than I expected yet still not much. More AAA companies should start developing for Vulkan (or Dx12 at least) so it gets more widespread.
To my knowledge, there are no major engines and no AAA titles using Vulkan natively yet. The games so far uses a translation layer, which kind of defeats the purpose of having a lower latency API in the first place. Perhaps next-gen Idtech will be the first to use it properly.
 
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To my knowledge, there are no major engines and no AAA titles using Vulkan natively yet. The games so far uses a translation layer, which kind of defeats the purpose of having a lower latency API in the first place. Perhaps next-gen Idtech will be the first to use it properly.
Wolfenstein and Doom? Not sure, asking.
 
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Wolfenstein and Doom? Not sure, asking.
It certainly runs with an abstraction layer to support OpenGL, Vulkan and DirectX.
Even though I don't like the style of games from Id, they do seem to make some of the better engines technically.
 
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dx12 is only for high graphics games. Vulkan is slower. Where to use it?
 
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dx12 is only for high graphics games. Vulkan is slower. Where to use it?
Vulkan is at least on par with DirectX 12, if not more advanced. It has many more newer and experimental features, and also uses the SPIR-V for shader programs. There are whispers in the industry that "DirectX 13" will mimic the compiler technology of Vulkan/OpenCL.
 
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