Subject: General Tech | March 5, 2015 - 03:22 PM | Ken Addison
Tagged: vulkan, vive, video, valve, titan x, strix, Silverstone, shield, Samsung, rv05, re vive, raven, podcast, nvidia, Nepton 240M, liquidvr, Khronos, Intel, htc, gtx 960, glnext, coolermaster, amd, 750ti
Join us this week as we discuss the NVIDIA SHIELD and Titan X, AMD Mantle, OpenGL Vulkan, and much more from GDC!
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Hosts: Jeremy Hellstrom, Josh Walrath, Allyn Malventano, Scott Michaud and Ken Addison
Program length: 1:22:13
Week in Review:
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Hardware/Software Picks of the Week:
Jeremy: Um, I don’t know, SteamOS sales I guess?
Subject: General Tech, Graphics Cards, Shows and Expos | March 3, 2015 - 03:37 PM | Scott Michaud
Tagged: vulkan, Mantle, Khronos, glnext, gdc 15, GDC, amd
Neil Trevett, the current president of Khronos Group and a vice president at NVIDIA, made an on-the-record statement to acknowledge the start of the Vulkan API. The quote came to me via Ryan, but I think it is a copy-paste of an email, so it should be verbatim.
Many companies have made great contributions to Vulkan, including AMD who contributed Mantle. Being able to start with the Mantle design definitely helped us get rolling quickly – but there has been a lot of design iteration, not the least making sure that Vulkan can run across many different GPU architectures. Vulkan is definitely a working group design now.
So in short, the Vulkan API was definitely started with Mantle and grew from there as more stakeholders added their opinion. Vulkan is obviously different than Mantle in significant ways now, such as its use of SPIR-V for its shading language (rather than HLSL). To see a bit more information, check out our article on the announcement.
Update: AMD has released a statement independently, but related to Mantle's role in Vulkan
Who Should Care? Thankfully, Many People
The Khronos Group has made three announcements today: Vulkan (their competitor to DirectX 12), OpenCL 2.1, and SPIR-V. Because there is actually significant overlap, we will discuss them in a single post rather than splitting them up. Each has a role in the overall goal to access and utilize graphics and compute devices.
Before we get into what everything is and does, let's give you a little tease to keep you reading. First, Khronos designs their technologies to be self-reliant. As such, while there will be some minimum hardware requirements, the OS pretty much just needs to have a driver model. Vulkan will not be limited to Windows 10 and similar operating systems. If a graphics vendor wants to go through the trouble, which is a gigantic if, Vulkan can be shimmed into Windows 8.x, Windows 7, possibly Windows Vista despite its quirks, and maybe even Windows XP. The words “and beyond” came up after Windows XP, but don't hold your breath for Windows ME or anything. Again, the further back in Windows versions you get, the larger the “if” becomes but at least the API will not have any “artificial limitations”.
Outside of Windows, the Khronos Group is the dominant API curator. Expect Vulkan on Linux, Mac, mobile operating systems, embedded operating systems, and probably a few toasters somewhere.
On that topic: there will not be a “Vulkan ES”. Vulkan is Vulkan, and it will run on desktop, mobile, VR, consoles that are open enough, and even cars and robotics. From a hardware side, the API requires a minimum of OpenGL ES 3.1 support. This is fairly high-end for mobile GPUs, but it is the first mobile spec to require compute shaders, which are an essential component of Vulkan. The presenter did not state a minimum hardware requirement for desktop GPUs, but he treated it like a non-issue. Graphics vendors will need to be the ones making the announcements in the end, though.
Subject: Graphics Cards, Shows and Expos | February 4, 2015 - 03:33 AM | Scott Michaud
Tagged: OpenGL Next, opengl, glnext, gdc 2015, GDC
The first next-gen, released graphics API was Mantle, which launched a little while after Battlefield 4, but the SDK is still invite-only. The DirectX 12 API quietly launched with the recent Windows 10 Technical Preview, but no drivers, SDK, or software (that we know about) are available to the public yet. The Khronos Group has announced their project, and that's about it currently.
According to Develop Magazine, the GDC event listing, and participants, the next OpenGL (currently called “glNext initiative”) will be unveiled at GDC 2015. The talk will be presented by Valve, but it will also include Epic Games, who was closely involved in DirectX 12 with Unreal Engine, Oxide Games and EA/DICE, who were early partners with AMD on Mantle, and Unity, who recently announced support for DirectX 12 when it launches with Windows 10. Basically, this GDC talk includes almost every software developer that came out in early support of either DirectX 12 or Mantle, plus Valve. Off the top of my head, I can only think of FutureMark as unlisted. On the other hand, while they will obviously have driver support from at least one graphics vendor, none are listed. Will we see NVIDIA? Intel? AMD? All of the above? We don't know.
When I last discussed the next OpenGL initiative, it was attempting to parse the naming survey to figure out bits of the technology itself. As it turns out, the talk claims to go deep into the API, with demos, examples, and “real-world applications running on glNext drivers and hardware”. If this information makes it out (and some talks remain private unfortunately although this one looks public) then we should know more about it than what we know about any competing API today. Personally, I am hoping that they spent a lot of effort on the GPGPU side of things, sort-of building graphics atop it rather than having them be two separate entities. This would be especially good if it could be sandboxed for web applications.
This could get interesting.