News Posts matching "Khronos"

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Intel Exhorts Developers Towards Vulkan Usage as Graphics API of Choice

Intel, via a Game Dev Developer Zone blog post, took it into its hands to urge game developers towards usage of the industry-prevalent Vulkan API. Some unapologetic puns are thrown in, such as "(...) You might say that Vulkan lets apps live long and prosper", but these are only meant to entertain. And it's well known that Intel has supported the Khronos Group and Vulkan's inception from the beginning, alongside Google. The reasons for this blog post to make it into a front page, however, are twofold.
Vulkan APIs are positioned to become one of the next dominant graphics rendering platforms.

NVIDIA Adapting RTX Ray-tracing to Vulkan API

NVIDIA made big moves to bring a semblance of real-time ray-tracing to the masses, with the new RTX technology, as part of its efforts to replace rasterized rendering, which has dominated 3D graphics for the past three decades. Microsoft has come out with its own extension to DirectX 12, with the new DXR API. NVIDIA is now reportedly working with the Khronos Group to bring RTX to Vulkan.

A new Vulkan extension titled "VK_NV_raytracing" surfaced in tech-documents accessed by Phoronix, which is the company's contribution to a multi-vendor standard for ray-tracing, being developed by the Khronos Group. This extension could expose several NVIDIA RTX features and presets to Vulkan. It also has similar code-structures to DXR, to minimize duplication of effort, or skill-building. NVIDIA will detail its adaptation of RTX to Vulkan further at GTC.

AMD Announces Radeon Rays and Radeon GPU Profiler 1.2 at GDC 2018

AMD announced at GDC widened support for Radeon Rays with Unity Lightmapper. Its open-source, high efficiency, high performance GPU-accelerated ray tracing software helps game developers to achieve higher visual quality and stunningly photorealistic 3D images in real-time. Radeon ProRender now supports real-time GPU acceleration of ray tracing techniques mixed with traditional rasterization-based rendering, to combine the value of ray tracing with the interactivity of rasterization.

For gaming, ray tracing is in its early stages. For professional applications, however, real-time ray tracing is a well-established rendering technique. Today, AMD is announcing ProRender support for real-time GPU acceleration of ray tracing techniques mixed with traditional rasterization based rendering. Now built on Vulkan, ProRender is continuing to enable developers to deliver interactive photorealistic graphics. We are actively engaging with professional developers to make real-time visualization a reality.

Khronos Group Releases the Vulkan 1.1 Specification

The Khronos Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, announces the release of the Vulkan 1.1 and SPIR-V 1.3 specifications. Version 1.1 expands Vulkan's core functionality with developer-requested features, such as subgroup operations, while integrating a wide range of proven extensions from Vulkan 1.0. Khronos will also release full Vulkan 1.1 conformance tests into open source and AMD, Arm, Imagination, Intel Corporation, NVIDIA and Qualcomm have implemented conformant Vulkan 1.1 drivers. Find more information on the Vulkan 1.1 specification and associated tests and tools at Khronos's Vulkan Resource Page.

"With enhanced developer tools, rigorous conformance testing and the public Vulkan Ecosystem Forum, Khronos is delivering on its goal to develop a complete and vibrant Vulkan ecosystem," said Tom Olson, distinguished engineer at Arm, and Vulkan Working Group chair. "Vulkan 1.1 is a response to prioritized industry requests and shows our commitment to delivering a functional roadmap driven by developer needs."

Khronos Group Announces Free and Open-Source MoltenVK for macOS and iOS

A Vulkan-compatible driver for macOS and iOS, MoltenVK, is now available free of charge and open-source. Having invested into its development for more than a year, Khronos Group has sponsored The Brenwill Workshop to donate MoltenVK for inclusion in the Vulkan graphics ecosystem.

We've also continued our efforts with LunarG who is today releasing a corresponding update to deliver macOS support to the Vulkan SDK. Also as a result of that work, Dota 2 will soon be updated to target Vulkan on macOS. It's been almost four years since we started contributing to Vulkan's goal of becoming a cross platform solution. With support for Windows, Linux, and Android crossed off the list, this latest set of updates checks off one of the largest remaining targets, giving developers an easy yet robust way to also target their Vulkan-based engines and titles to run on macOS and iOS. By making the code to MoltenVK freely available and open-source, the goal is to enable developers to bring their games to macOS and iOS with minimal development cost.

Khronos Group Releases NNEF 1.0 Standard for Neural Network Exchange

The Khronos Group, an open consortium of leading hardware and software companies creating advanced acceleration standards, announces the release of the Neural Network Exchange Format (NNEF) 1.0 Provisional Specification for universal exchange of trained neural networks between training frameworks and inference engines. NNEF reduces machine learning deployment fragmentation by enabling a rich mix of neural network training tools and inference engines to be used by applications across a diverse range of devices and platforms. The release of NNEF 1.0 as a provisional specification enables feedback from the industry to be incorporated before the specification is finalized - comments and feedback are welcome on the NNEF GitHub repository.

Khronos Releases OpenGL 4.6 with SPIR-V Support

The Khronos Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V shaders.

SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations.

Khronos Group to Merge OpenCL With Vulkan API

In a blog post detailing the release of OpenCL 2.2 with SPIR-V 1.2 integration today, Khronos put in an interesting tidbit, saying that "we are also working to converge with, and leverage, the Khronos Vulkan API - merging advanced graphics and compute into a single API." PC Perspective understandably found this worth further looking into, since as it is phrased, it seems as if OpenCL and Vulkan are going to be slowly developed towards parity (until eventually merging with it.)

Khrono's response to PC Perspective's inquiry was clear enough: "The OpenCL working group has taken the decision to converge its roadmap with Vulkan, and use Vulkan as the basis for the next generation of explicit compute APIs - this also provides the opportunity for the OpenCL roadmap to merge graphics and compute."

VESA Forms Working Group Towards XR Standards

The Video Electronics Standards Association (VESA) has recently announced plans to form a special working group within its ecosystem, whose mission will be to develop standards for XR (eXtended Reality) products and development. XR envelops both VR (Virtual Reality) and AR (Augmented Reality), and VESA has apparently had enough of differing vendor implementations. According to VESA, "the lack of standardization is causing compatibility issues between products from different vendors, as well as increasing the complexity and cost of development, ownership and replacement. Lack of compatibility can also create confusion for end users and impede broader acceptance of AR/VR products."

Considering the XR market's value is expected to hit roughly $162 billion dollars by 2020, we can certainly see how "compatibility issues" and "lower acceptance of AR/VR products" could affect what is looking to be an extremely lucrative market. Let's just gloss over the fact (slightly paradoxical, actually) that we're now looking at two different XR standards groups, VESA's newly-announced initiative, and Khrono's OpenXR.

Futuremark Releases 3DMark v2.3.3663 - Adds Vulkan Support

Futuremark has just released a major update to its 3DMark benchmarking suite, adding Vulkan support while simultaneously axing its cousin, Mantle. This means that the API Overhead test now uses a Vulkan path instead of its previous Mantle one, which is sure to lead several enthusiasts into a frenzy of benchmarking under the Khronos's API (which has just recently been announced will offer support for multi-GPU in Windows 10, 8.x, 7, and Linux operating systems.)

Check some of the new features, improvements and fixes on the new version right after the break. You can download this piece of software right here on TPU - just follow the link below.
Download: Futuremark 3DMark + TimeSpy v2.3.3663

Vulkan Multi-GPU Support to be Available in Windows 10, 8.x, 7, and Linux

Vulkan is arguably the API which has garnered the most positive reactions from enthusiasts. Its implementation in Doom, for example, brought about incredible performance improvements in a game that not only looked and played great, but also performed amazingly well. Vulkan's support for other operating systems other than Windows 10 (where Microsoft still has a lot of ground to cover in acquiring enthusiast trust and interest) is one of its greatest selling points, and the API has been gaining ever more traction in the market, with some developers even going so far as to axe DX12 support in favor of Vulkan.

Now, Khronos Group has come ahead and clarified that "(...) the Vulkan multi-GPU specification is very definitely NOT tied to Windows 10. It is possible to implement the Vulkan multi-GPU extension on any desktop OS including Windows 7, 8.X and 10 and Linux." Khronos also goes on to say that they are aware that some developers are already baking Multi-GPU support into their games in various platforms other than Windows 10. These are sure to come as good news - the fact that Vulkan is platform agnostic is great for consumers and developers alike. And maybe this support - which still depends on developers to implement it - will bring about the shot in the arm that multi-GPU implementations sorely need.

Khronos Group Announces OpenXR Initiative - Bridging Virtual Reality

The OpenXR working group - previously known as the Khronos VR Initiative - is creating an open and royalty-free standard for VR and AR applications and devices.

The Problem:
Without a cross-platform standard, VR applications, games and engines must port to each vendors' APIs. In turn, this means that each VR device can only run the apps that have been ported to its SDK. The result is high development costs and confused customers - limiting market growth.

The Solution
The cross-platform VR standard eliminates industry fragmentation by enabling applications to be written once to run on any VR system, and to access VR devices integrated into those VR systems to be used by applications.

Khronos Group Announces Open VR Standards Initiative

After putting in work in the OpenGL, WebGL, and most recently, Vulkan APIs, the technology industry consortium Khronos Group is setting its sights on the VR industry and ecosystems. Their aim: to create a "cross-vendor, royalty-free, open standard" for the VR development community. This move is an effort to prevent the VR system from fragmenting itself towards an eventual collapse, considering the multiple engines to create content, platforms to sell that content through, and a few different hardware options with casuistically different requirements and tool-sets. As a result, for a developer to support SteamVR (OpenVR), Oculus (OVR), and OSVR, it has a lot of work to do, since each platform (with its unique runtime) interfaces with the game engine in a different way. Developers must account for the intricacies of each platform during the development process.

AMD Actively Promoting Vulkan Beyond GPUOpen

Vulkan, the new-generation cross-platform 3D graphics API governed by the people behind OpenGL, the Khronos Group, is gaining in relevance, with Google making it the primary 3D graphics API for Android. AMD said that it's actively promoting the API. Responding to a question by TechPowerUp in its recent Radeon Technology Group (RTG) first anniversary presser, its chief Raja Koduri agreed that the company is actively working with developers to add Vulkan to their productions, and optimize them for Radeon GPUs. This, we believe, could be due to one of many strategic reasons.

First, Vulkan works inherently better on AMD Graphics CoreNext GPU architecture because it's been largely derived from Mantle, a now defunct 3D graphics API by AMD that brings a lot of "close-to-metal" API features that make game consoles more performance-efficient, over to the PC ecosystem. The proof of this pudding is the AAA title and 2016 reboot of the iconic first-person shooter "Doom," in which Radeon GPUs get significant performance boosts switching from the default OpenGL renderer to Vulkan. These boosts aren't as pronounced on NVIDIA GPUs.

NVIDIA Talks Vulkan, Supports it on "Kepler" and "Maxwell" GPUs

NVIDIA talked Vulkan in its latest GeForce blog post, announcing that your GeForce GTX graphics card already supports the "industry forged" API. NVIDIA is offering Vulkan hardware-acceleration on its "Kepler" and "Maxwell" GPU architectures at this time, and on Windows 7 and above; PC Linux, and Android. NVIDIA is all praises for Vulkan's low-latency and high-efficiency pathways, which streamline the process of drawing graphics.

Vulkan makes its big mainstream debut with a major update to "The Talos Principle," by Croteam (the people behind the "Serious Sam" franchise). This update adds a Vulkan renderer to the game, and ships later today. NVIDIA has an driver ready with the Vulkan API, which you can download from here. Maintained by the Khronos Group, Vulkan is a successor to OpenGL, although it's built from the ground up, with a major chunk of its code being contributed by AMD, from its Mantle API.

NVIDIA Coming Around to Vulkan Support

NVIDIA is preparing to add support for Vulkan, the upcoming 3D graphics API by Khronos, and successor to OpenGL, to its feature-set. The company's upcoming GeForce 358.66 series driver will introduce support for Vulkan. What makes matters particularly interesting is the API itself. Vulkan is heavily based on AMD's Mantle API, which the company gracefully retired in favor of DirectX 12, and committed its code to Khronos. The 358 series drivers also reportedly feature function declarations in their CUDA code for upcoming NVIDIA GPU architectures, such as Pascal and Volta.

Valve Announces Link, Source 2, SteamVR, and More at GDC

Valve announces a number of product and technologies at this week's Game Developers Conference (GDC) in San Francisco. "We continue to see very strong growth in PC Gaming, with Steam growing 50% in the last 12 months," said Gabe Newell, Valve's president. "With these announcements we hope that we are helping build on that momentum."

Steam Machines, Windows PCs, Macs, and Linux PCs will be able to take advantage of a new product announced at GDC called Steam Link. Designed to extend your Steam experience to any room in the house, Steam Link allows you to stream all your Steam content from any PC or Steam Machine on the same home network. Supporting 1080p at 60Hz with low latency, Steam Link will be available this November for $49.99, and available with a Steam Controller for an additional $49.99 in the US (worldwide pricing to be released closer to launch).

Khronos Group Announces Key Advances in OpenGL Ecosystem

The Khronos Group, an open consortium of leading hardware and software companies, today announced growing industry support for the OpenGL family of 3D standards that are advancing the visual experience for more than two billion mobile devices and PCs sold each year. OpenGL, OpenGL ES and WebGL are the world's most widely deployed APIs that between them provide portable access to graphics and compute capabilities across multiple platforms, including Android, iOS, Linux, OS X, Windows and the Web.

OpenGL ES 3.1 Conformant Implementations
In July, the first wave of leading GPU vendors, including ARM, Imagination Technologies, Intel, NVIDIA and Vivante, achieved full conformance with the latest version of OpenGL ES. A conformance submission from Qualcomm is currently under review, with more to follow. The OpenGL ES 3.1 specification was released in March 2014 and provides the most desired features of desktop OpenGL, including GPU Compute shaders, in a standard that is suitable for mobile devices. Khronos launched the OpenGL ES 3.1 Adopters program in June, including a broad set of conformance tests to ensure reliable cross-vendor operation. More information is here.

Khronos Finalizes OpenCL 2.0 Specification

The Khronos Group today announced the ratification and public release of the finalized OpenCL 2.0 specification. OpenCL 2.0 is a significant evolution of the open, royalty-free standard that simplifies cross-platform, parallel programming.

With an enhanced execution model and a subset of the C11 and C++11 memory model, synchronization and atomic operations, OpenCL now enables a significantly richer range of algorithms and programming patterns to be easily accelerated with improved performance. Significant feedback from the developer community was incorporated into the final specification, following its provisional release in July. The OpenCL 2.0 specifications are available at www.khronos.org/opencl.

Khronos Releases OpenCL 2.0 Specification

The Khronos Group today announced the ratification and public release of the OpenCL 2.0 provisional specification. OpenCL 2.0 is a significant evolution of the open, royalty-free standard that is designed to further simplify cross-platform, parallel programming while enabling a significantly richer range of algorithms and programming patterns to be easily accelerated. As the foundation for these increased capabilities, OpenCL 2.0 defines an enhanced execution model and a subset of the C11 and C++11 memory model, synchronization and atomic operations. The release of the specification in provisional form is to enable developers and implementers to provide feedback before specification finalization, which is expected within 6 months. The OpenCL 2.0 provisional specification and reference cards are available here.

"The OpenCL working group has combined developer feedback with emerging hardware capabilities to create a state-of-the-art parallel programming platform - OpenCL 2.0," said Neil Trevett, chair of the OpenCL working group, president of the Khronos Group and vice president of mobile content at NVIDIA. "OpenCL continues to gather momentum on both desktop and mobile devices. In addition to enabling application developers it is providing foundational, portable acceleration for middleware libraries, engines and higher-level programming languages that need to take advantage of heterogeneous compute resources including CPUs, GPUs, DSPs and FPGAs."

Khronos Releases Significant OpenCL 1.2 Specification Update

The Khronos Group today announced the ratification and public release of an update to the OpenCL 1.2 specification, the open, royalty-free standard for cross-platform, parallel programming of modern processors. This backwards compatible version updates the core OpenCL 1.2 specification with bug fixes and clarifications and defines additional optional extensions for enhanced performance, functionality and robustness for parallel programming on a wide variety of platforms.

Optional extensions are not required to be supported by a conformant OpenCL implementation, but are expected to be widely available; they define functionality that is likely to move into the required feature set in a future revision of the OpenCL specification. The updated OpenCL 1.2 specifications, together with online reference pages and reference cards, are available at www.khronos.org/opencl.

Khronos Releases OpenGL 4.3 Specification

The Khronos Group today announced the immediate release of the OpenGL 4.3 specification, bringing the very latest graphics functionality to the most advanced and widely adopted cross-platform 2D and 3D graphics API (application programming interface).

OpenGL 4.3 integrates developer feedback and continues the rapid evolution of this royalty-free specification while maintaining full backwards compatibility, enabling applications to incrementally use new features while portably accessing state-of-the-art graphics processing unit (GPU) functionality across diverse operating systems and platforms. The OpenGL 4.3 specification contains new features that extend functionality available to developers and enables increased application performance. The full specification is available for immediate download at http://www.opengl.org/registry/.

Rightware Releases Basemark CL for Multicore Benchmarking

Rightware, the leader in 3D user interface (UI) technologies and the provider of world’s most widely adopted benchmarking software, today announced public availability of Basemark CL, effective immediately. This OpenCL (Open Computing Language) benchmark product provides diverse performance measurement capabilities for device manufacturers, semiconductor companies and their ecosystem to test and optimize OpenCL implementations. The version launched today features tests targeted for desktop computers. An embedded profile version of the benchmark will be published at a later stage.

OpenCL by Khronos Group is the first open, royalty-free standard for parallel programming of modern processors found in personal computers, servers and embedded devices. Proper use of OpenCL can greatly improve speed and responsiveness of applications in numerous categories from gaming and entertainment to scientific and medical software. Within these applications, OpenCL makes it possible to leverage the processing power of Central Processing Units (CPUs), Graphic Processing Units (GPUs) and other processing units for general purpose computation. By utilizing an efficient low-level programming interface, OpenCL will form the foundation layer of a parallel computing ecosystem of platform-independent tools, middleware and applications.

Khronos Releases OpenCL 1.2 Specification

The Khronos Group today announced the ratification and public release of the OpenCL 1.2 specification, the latest update to the open, royalty-free standard for cross-platform, parallel programming of modern processors. Released eighteen months after OpenCL 1.1, this new version provides enhanced performance and functionality for parallel programming in a backwards compatible specification that is the result of cooperation by over thirty industry-leading companies. Khronos has updated and expanded its comprehensive OpenCL conformance test suite to ensure that implementations of the new specification provide a complete and reliable platform for cross-platform application development. The OpenCL 1.2 specifications, online reference pages and reference cards are available here.

“The OpenCL working group is listening carefully to feedback from the developer and middleware community to provide significant and timely functionality for heterogeneous computing in this cross vendor open standard,” said Neil Trevett, chair of the OpenCL working group, president of the Khronos Group and vice president of mobile content at NVIDIA. “The OpenCL working group is also broadening its membership and has growing representation from the mobile and embedded industries and is enabling innovative devices such as FPGAs to be driven through OpenCL.”

Khronos Enriches Cross-Platform 3D Graphics with Release of OpenGL 4.2 Specification

The Khronos Group today announced the immediate release of the OpenGL 4.2 specification, bringing the very latest graphics functionality to the most advanced and widely adopted cross-platform 2D and 3D graphics API (application programming interface). OpenGL 4.2 integrates developer feedback and continues the rapid evolution of this royalty-free specification while maintaining full backwards compatibility - enabling applications to incrementally use new features, while portably accessing state-of-the-art graphics processing unit (GPU) functionality across diverse operating systems and platforms.

The OpenGL 4.2 specification has been defined by the OpenGL ARB (Architecture Review Board) working group at Khronos, and includes the GLSL 4.20 update to the OpenGL Shading Language. The OpenGL 4.2 specification contains new features that extend functionality available to developers and enables increased application performance. The full specification is available for immediate download here.
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