DX12 Do's & Don'ts Updated

DX12, GameWorks, GameWorks Expert Developer

Holger Gruen, posted Mar 01 2016

Since our last update to the DX12 Do’s & Don’ts we have learned and seen a lot more DX12 games and found that we can be more specific about our advice to developers.

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SHARE YOUR GROUNDBREAKING WORK IN VIRTUAL REALITY

GameWorks, VR

David Coombes, posted Feb 20 2016

Are you doing cutting-edge work in virtual reality?

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The Vulkan Graphics API Is Here

GameWorks, GameWorks Expert Developer, Vulkan

Anthony Cascio, posted Feb 16 2016

Vulkan is here

Vulkan, a new graphics application programming interface, launched today. Here you can find samples, drivers, training videos, and more. Click to learn more

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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.

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OpenGL like Vulkan

GameWorks, GameWorks Expert Developer, Vulkan

Christoph Kubisch, posted Feb 11 2016

In a previous blog post we have discussed the usage scenarios of Vulkan and OpenGL. Even if going Vulkan is not an option at the moment, its concepts do show where modern rendering architectures are heading.

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Transitioning from OpenGL to Vulkan

GameWorks, GameWorks Expert Developer, Vulkan, DesignWorks

Christoph Kubisch, posted Feb 11 2016

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.

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Vulkan Memory Management

GameWorks, GameWorks Expert Developer, Vulkan

Chris Hebert, posted Feb 04 2016

Vulkan offers another key difference to OpenGL with respect to memory allocation. When it comes to managing memory allocations as well as assigning it to individual resources, the OpenGL driver does most of the work for the developer.

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Vulkan Shader Resource Binding

GameWorks, GameWorks Expert Developer, Vulkan

Christoph Kubisch, posted Jan 28 2016

In this blog post we will go into further details of one of the most common state changes in scene rendering: binding shader resources such as uniform- or storage-buffers, images or samplers.

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