Vulkan Hardware Capability Viewer 1.4 released

A new version of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). This is the biggest update since I released this tool, including lots of new features that also brought along a few changes to the online database. I also decided to drop the “beta” tag now that more than 1,300 reports have been uploaded, making this the first non-beta release of the Vulkan Hardware Capability viewer. [Read More]

Updates to the Vulkan hardware database

Server-side processing (performance) In preparation for the next release of the Vulkan Hardware Capability Viewer I published a major change to the Vulkan online hardware database at http://vulkan.gpuinfo.org/. Up until now all data was handled client-side, so when loading up the report listing all reports were fetched and displayed by the client. While this was more or less fine in the beginning, delivering all reports to the client even if only the 25 newest ones were visible now takes several seconds (even on a fast connection) and fetching all rows for each visitor is also putting strain on the database. [Read More]

Physically based rendering and moving (hdr) assets out of the repository

The last days (and weeks) I’ve been working on a Vulkan example implementing physically based rendering with image based lighting (you can find a nice article with lots of details over at Trent Reed’s blog) and just pushed it to my public github repository. div.gallery { display: flex; flex-wrap: wrap; } div.gallery a { flex-grow: 1; object-fit: cover; margin: 2px; display: flex; } div.gallery a img { height: 200px; object-fit: cover; flex-grow: 1; } While working on this demo I realized that putting all the binary assets (models and esp. [Read More]

Updated Vulkan example binaries

Took a bit longer than expected, but I finally got around releasing updated binaries for my open source C++ Vulkan examples. Compared to the last updated (in 2016) there are numerous changes and lots of new examples added. One major addition is touch support on Android. So if you just want to run Vulkan examples (to e.g. test your device) you can grab these pre-built binaries instead of compiling from vulkan. [Read More]

Updated Android vkQuake binaries

For those that want to test out my Android port of of Axel Gneiting’s vkQuake, I have released updates binaries at http://vulkan.gpuinfo.org/vkquake.php Please note that the .apk does not contain any game files, so you need to get the .pak files from the shareware or registered version in order to play this. See the page above for details on this. This release is based on vkQuake’s latest version and is pretty much feature complete. [Read More]

Vulkan Hardware Capability Viewer 1.2 released

I have released an update to the Vulkan Hardware Capability Viewer. The new version (1.2) adds support for os-specific surface capabilities that are added to the reports and online database. This adds a new category to the tool and reports at the online database (for example this one) containing: Surface properties (extents, usage flags, transforms, etc.) Surface Formats (incl. color spaces) Present modes You can download the new version from https://vulkan. [Read More]

Updated Vulkan example binaries (and vkQuake for Android)

Finally found some time to update the binaries for my open source ++ Vulkan examples. Since the last binaries have been a few months old these contain lots of changes and new examples. So if you just want to run Vulkan examples (to e.g. test your device) you can grab these pre-built binaries instead of compiling from vulkan.gpuinfo.org :  Windows Note : The windows binaries require the media pack (see below) to be present for loading shaders, meshes and textures. [Read More]

SPIR-V Extension for Visual Studio

Source (C#) and download (VSIX for VS2015) can be found at https://github.com/SaschaWillems/SPIRV-VSExtension With the launch of Vulkan, SPIR-V has been introduced as it’s binary shader format, replacing text based shader formats in favor of an intermediate representation. To make life a bit easier I have just released a Visual Studio (2015) extension that adds SPIR-V related commands to the context menu of shader files (and folders containing shader files): [Read More]

Vulkan tutorial on rendering a fullscreen quad without buffers

Rendering a fullscreen quad* the easy way (*) Which is actually just a huge triangle Having to render a fullscreen quad (or something that fills the whole screen) is a common task in 3D real time graphics, as many effects rely on rendering a texture over the whole screen with proper uv coordinates in the [0..1] range. This applies to post processing (glow, blur, ssao), deferred shading or procedurally generated output. [Read More]