Vulkan API Slips to 2016
Subject: Graphics Cards | December 21, 2015 - 07:25 AM | Scott Michaud
Tagged: vulkan, Mantle, Khronos, dx12, DirectX 12
The Khronos Group announced on Friday that the Vulkan API will not ship until next year. The standards body was expecting to launch it at some point in 2015. In fact, when I was first briefed on it, they specifically said that 2015 was an “under-promise and over-deliver” estimate. Vulkan is an open graphics and compute standard that was derived from AMD's Mantle. It, like OpenCL 2.1, uses the SPIR-V language for compute and shading though, which can be compiled from subsets of a variety of languages.
I know that most people will be quick to blame The Khronos Group for this, because industry bodies moving slowly is a stereotype, but I don't think it applies. When AMD created Mantle, it bore some significant delays at all levels. Its drivers and software were held back, and the public release of its SDK was delayed out of existence. Again, it would be easy to blame AMD for this, but hold on. We now get to Microsoft. DirectX 12, which is maybe even closer to Mantle than Vulkan is due to its shading language, didn't roll out as aggressively as Microsoft expected, either. Software is still pretty much non-existent when they claimed, at GDC 2014, that about 50% of PC games would be DX12-compatible by Holiday 2015. We currently have... ... zero (excluding pre-release).
Say what you like about the three examples individually, but when all three show problems, then there might just be a few issues that took longer than expected to solve. Again, this is a completely different metaphor of translating voltages coming through a PCI Express bus into fancy graphics and GPU compute, and create all of the supporting ecosystems, too.
Speaking of ecosystems, The Khronos Group has also announced that Google has upgraded their membership to “Promoter” to get more involved with Vulkan development. Google has been sort-of hostile towards certain standards from The Khronos Group on Android in the past, such as disabling OpenCL on Nexus devices, and trying to steer developers into using Android Extension Pack and Renderscript. They seem to want to use Vulkan proper this time, which is always healthy for the API.
I guess look forward to Vulkan in 2016... hopefully early.