Vulkan & OpenGL Threaded CAD Scene Sample

GameWorks, GameWorks Expert Developer, Vulkan, DesignWorks

Christoph Kubisch, posted Feb 15 2016

We have released various Vulkan samples on our professional graphics repository. In this post we present some details of the “threaded cadscene sample”.

Read more

Open-Source Vulkan C++ API

GameWorks, GameWorks Expert Developer, Vulkan

Markus Tavenrath, posted Feb 15 2016

Vulkan is a C API and as such inherits all common pitfalls of using a general C programming library. The motivation of a low-level Vulkan C++ API is to avoid these common pitfalls by applying commonly known C++ features while keeping the overall structure of a Vulkan program and preserving the full freedom it provides as low-level graphics API. An additional guideline we followed was not to introduce additional runtime overhead by providing a header-only library with inline functions.

Read more

Tales from the NVIDIA Vulkan Early Access Program

Vulkan, GameWorks Expert Developer

Mathias Schott, posted Feb 15 2016

Today, the Khronos Group publically released the Vulkan specification, documentation and software development tools as the result of an exceptional industry wide participation. When the Khronos Group set up the Vulkan Advisory Panel to foster this collaboration, we thought it would be a good idea to actively engage its members as well and thus we set up a matching NVIDIA Vulkan Early Access program.

Read more

OpenGL like Vulkan

GameWorks, GameWorks Expert Developer, Vulkan

Christoph Kubisch, posted Feb 11 2016

How to make OpenGL usage Vulkan like

Read more

Transitioning from OpenGL to Vulkan

GameWorks, GameWorks Expert Developer, Vulkan

Christoph Kubisch, posted Feb 11 2016

When to transition from OpenGL to Vulkan

With the availability of Vulkan there are now two open graphics APIs that target similar platforms. This brings up the questions which API to choose for new applications, or what to do with existing applications. Just because Vulkan is newer, it doesn’t mean it is always better, nor that OpenGL became an inferior choice over night.

Read more