GameWorks Vulkan and OpenGL Samples 3.0 Released

GameWorks, GameWorks Expert Developer, Vulkan

Lars Bishop, posted Jul 08 2016

We have rolled out a big upgrade to our GameWorks graphics API samples (formerly known as the OpenGL Samples) – we’ve added support for Vulkan in the framework on all platforms: Windows, Android, desktop Linux and Linux 4 Tegra!

Read more

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

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.

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.

Read more

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.

Read more

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.

Read more

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.

Read more

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.

Read more

Engaging the Voyage to Vulkan

Vulkan, GameWorks Expert Developer, GameWorks

Christoph Kubisch, posted Jan 14 2016

Vulkan is currently in its final stage of development and we want to share with you what makes it a great graphics API and what some of the differences to OpenGL are.

Read more