OnePlus 2 Has Been Rolling Out Announcements Slowly

Subject: Mobile | July 7, 2015 - 07:16 PM |
Tagged: vulkan, snapdragon 810, opengl es 3.1, oneplus 2, oneplus

OnePlus is a Chinese smartphone company founded by Pete Lau, formerly the Vice President at Oppo. Their first phone was basically invite-only for most of its lifespan, but that was justified for a flagship-quality phone at $299 USD. The OnePlus One was first available in April 2014. Their follow-up is the OnePlus 2, go figure, which will be formally announced on July 27th.

oneplus-2015-two-specs.png

Several announcements lead up to that date, though. One day, OnePlus stated that the announcement will be done in VR, and they are selling Google Cardboard for “free” outside of the $5 shipping fee. Another day, they announced that the price will be “under $450 USD”. Today, they announced that the OnePlus Two will have 4GB of LPDDR4 RAM, matching the capacity of the ASUS ZenPhone 2. It will also contain the Qualcomm Snapdragon 810, which should be able to support OpenGL ES 3.1 and Vulkan (whenever that arrives).

It makes you wonder what's left for July 27th, besides the release date. My guess is that day.

Podcast #340 - News from GDC 2015, FreeSync Release Date, Vulkan and Mantle, and more!

Subject: General Tech | March 12, 2015 - 02:09 PM |
Tagged: western digital, vulkan, video, SSD 750, Re+, raptr, r9 390x, podcast, nvidia, Mantle, Intel, imagination, gtx 960, gsync, gdc 15, freesync, Broadwell, amd

PC Perspective Podcast #340 - 03/12/2015

Join us this week as we wrap up news from GDC 2015, FreeSync Release Date, Vulkan and Mantle, and more!

You can subscribe to us through iTunes and you can still access it directly through the RSS page HERE.

The URL for the podcast is: http://pcper.com/podcast - Share with your friends!

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Hosts:Ryan Shrout, Jeremy Hellstrom, Josh Walrath, Allyn Malventano, and Paul Heimlich

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GDC 15: Imagination Technologies Shows Vulkan Driver

Subject: Graphics Cards, Mobile, Shows and Expos | March 7, 2015 - 07:00 AM |
Tagged: vulkan, PowerVR, Khronos, Imagination Technologies, gdc 15, GDC

Possibly the most important feature of upcoming graphics APIs, albeit the least interesting for enthusiasts, is how much easier driver development will become. So many decisions and tasks that once laid on the shoulders of AMD, Intel, NVIDIA, and the rest will now be given to game developers or made obsolete. Of course, you might think that game developers would oppose this burden, but (from what I understand) it is a weight they already bear, just when dealing with the symptoms instead of the root problem.

imaginationtech-powervr-vulkan.jpg

This also helps other hardware vendors become competitive. Imagination Technologies is definitely not new to the field. Their graphics powers the PlayStation Vita, many earlier Intel graphics processors, and the last couple of iPhones. Despite how abrupt the API came about, they have a proof of concept driver that was present at GDC. The unfinished driver was running an OpenGL ES 3.0 demo that was converted to the Vulkan API.

A screenshot of the CPU usage was also provided, which is admittedly heavily cropped and hard to read. The one on the left claims 1.2% CPU load, with a fairly flat curve, while the one on the right claims 5% and seems to waggle more. Granted, the wobble could be partially explained by differences in the time they chose to profile.

According to Tom's Hardware, source code will be released “in the near future”.

Podcast #339 - NVIDIA SHIELD and Titan X, AMD Mantle, OpenGL Vulkan, and much more from GDC!

Subject: General Tech | March 5, 2015 - 03:22 PM |
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

PC Perspective Podcast #339 - 03/05/2015

Join us this week as we discuss the NVIDIA SHIELD and Titan X, AMD Mantle, OpenGL Vulkan, and much more from GDC!

You can subscribe to us through iTunes and you can still access it directly through the RSS page HERE.

The URL for the podcast is: http://pcper.com/podcast - Share with your friends!

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  • MP3 - Direct download link to the MP3 file

Hosts: Jeremy Hellstrom, Josh Walrath, Allyn Malventano, Scott Michaud and Ken Addison

Program length: 1:22:13

  1. Week in Review:
  2. News item of interest:
  3. Hardware/Software Picks of the Week:
    1. Jeremy: Um, I don’t know, SteamOS sales I guess?
  4. Closing/outro

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GDC 15: Khronos Acknowledges Mantle's Start of Vulkan

Subject: General Tech, Graphics Cards, Shows and Expos | March 3, 2015 - 03:37 PM |
Tagged: vulkan, Mantle, Khronos, glnext, gdc 15, GDC, amd

khronos-group-logo.png

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.

khronos-Vulkan-700px-eventpage.png

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.

Before we go further, some background is necessary. Read on for that and lots more!