Khronos Group Announces Vulkan To Compete Against DirectX 12
Phopojijo writes The Khronos Group has announced the Vulkan API for compute and graphics. Its goal is to compete against DirectX 12. It has some interesting features, such as queuing to multiple GPUs and an LLVM-based bytecode for its shading language to remove the need for a compiler from the graphics drivers. Also, the API allows graphics card vendors to support Vulkan with drivers back to Windows XP "and beyond."
a Tribble purr?
Political debates have me rolling my eyes so much I think I got optical whiplash. I should sue. - Foamy The Squirrel
when the only words in that headline you know are "group announces" and "compete against"...
Mostly random stuff.
an LLVM-based bytecode for its shading language to remove the need for a compiler from the graphics drivers
This removes the need for a shader language parser in the graphics driver. It still needs a compiler, unless you think the GPU is going to natively execute the bytecode. If you remove the compiler from a modern GPU driver, then there's very little left...
I am TheRaven on Soylent News
OK so I decided to break with protocol and RTFA. Vulkan is what the makers see as being the next generation of OpenGL and it is backed by Valve for obvious reasons. It is aimed at a wider range of device types.
Waterfox - a Firefox fork with legacy extension support, security updates and better privacy by default.
It was initially intended to use Tachy-tech(TM) but despite the incredible speed boosts, they were unable to deal with the issue of all frames being rendered 1.47 microseconds in the past.
How is the Riemann zeta function like Trump rallies? Both have an endless number of trivial zeros.
Then we'll talk.
Imagination Technologies (PowerVR) posted this today with more in-depth info:
http://blog.imgtec.com/powervr...
The purpose of Vulkan is apparently to be a low-level alternative to the high-level APIs OpenGL and OpenGL ES.
Game consoles such as the Playstation series have had both high-level and low-level graphics API:s for many years. Using the low-level API means that you can squeeze out more performance, perhaps at the expense of more developer time. The application takes over more duties, such as resource management etc.
If your app is a game, then your resource management and shaders are often pretty much static anyway.
"We mustn't be caught by surprise by our own advancing technology" -- Aldous Huxley
Competing GPU APIs... PowerVR... it's like it's 1998 all over again!
Does this do tile-based rendering?
Necessary link http://xkcd.com/927/
So if Microsoft wasn't coming out with something, nobody would be creating a FOSS project to solve that problem? It does seem like many FOSS projects exist for the sole purpose for having an alternative to a Microsoft product.
And why should I care?
I'm still playing emulators; Mame, nestopia(currently playing zelda 2),fusion,magicengine, snes9x, pcsx, pcsx2, dolphin. Because they are enjoyable. The sad thing the pc needs mantle and directx12 to push the graphics even further for the graphical whores and this is what has become of PC Gaming. I can't believe how ppl put down forza horizon 2 and driveclub because it's not on par with the pc graphics even though these games look far beyond amazing.
Having spent the last 1.5 years writing a from scratch openGL 3.2 forward profile application for a large user base of 3 year old or newer machines (thus the 3.2+ and not 4.x OpenGL usage), I can tell you it is a step above a K&R style c api and a step below an ANSI C api and has a 1995 air to it.
Combine with the web search misdirection from a large number of dead, near dead and zombie C++/C wrapper frameworks, v2.0 tutorials, and v2.0 blog posts; and one gets a nice extended stretched out OpenGL learning curve.
Khronos group - 1. Create simplistic API with a C interface and a lightweight object based .NET/Java interface, 2. Create a test suite for both 2D and 3D for the new API including reading back pixels from the framebuffer to compare to a known good answer, 3. Create a simple 3D jump start application in C and a .NET/Java version, and 4. Create a simple 2D jump start application in C and a .NET/Java version. 4. Ensure that the jump start applications respond to zoom, pan, rotate, change viewport aspect ratio/size, etc. 5. Ensure that the jump start applications have a shader with basic phong shading for 3D and textures for both 3D and 2D.
Freeglut, OpenTK, etc. provide function by function OpenGL wrappers and little else. OpenGL needs an endorsed by the Khronos group set of sample applications.
Valve/AMD/Nvidia could logically proposed their own API to avoid all of the OpenGL legacy code/functionality....
Checking out the materials (https://www.khronos.org/registry/spir-v/papers/WhitePaper.pdf) SPIR-V is a new thing, defined by Khronos, not the previous SPIR based on LLVM. (But they'll be converters.)