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***The Official Vulkan API Thread***

Google Android to support API.

Developers of games and 3D graphics applications have one key challenge to meet: How complex a scene can they draw in a small fraction of a second? Much of the work in graphics development goes into organizing data so it can be efficiently consumed by the GPU for rendering. But even the most careful developers can hit unforeseen bottlenecks, in part because the drivers for some graphics processors may reorganize all of that data before it can actually be processed. The APIs used to control these drivers are also not designed for multi-threaded use, requiring synchronization with locks around calls that could be more efficiently done in parallel. All of this results in CPU overhead, which consumes time and power that you’d probably prefer to spend drawing your scene.

Lowering overhead and handing control to developers
In order to address some of the sources of CPU overhead and provide developers with more explicit control over rendering, we’ve been working to bring a new 3D rendering API, Vulkan™, to Android. Like OpenGL™ ES, Vulkan is an open standard for 3D graphics and rendering maintained by Khronos. Vulkan is being designed from the ground up to minimize CPU overhead in the driver, and allow your application to control GPU operation more directly. Vulkan also enables better parallelization by allowing multiple threads to perform work such as command buffer construction at once.

An API is only useful if it does what you expect
To make it easier to write an application once that works across a variety of devices, Android 5.0 Lollipop significantly expanded the Android Compatibility Test Suite (CTS) with over fifty thousand new tests for OpenGL ES, and many more have been added since. This provides an extensive open source test suite for identifying problems in drivers so that they can be fixed, creating a more robust and reliable experience for both developers and end users. For Vulkan, we’ll not only develop similar tests for use in the Android CTS, but we’ll also contribute them to Khronos for use in Vulkan’s own open source Conformance Test Suite. This will enable Khronos to test Vulkan drivers across platforms and hardware, and improve the 3D graphics ecosystem as a whole.

It’s all about developer choice
We’ll be working hard to help create, test, and ship Vulkan, but at the same time, we’re also going to contribute to and support OpenGL ES. As a developer, you’ll be able to choose which API is right for you: the simplicity of OpenGL ES, or the explicit control of Vulkan. We’re committed to providing an excellent developer experience, no matter which API you choose.

Vulkan is still under development, but you’ll be able to find specifications, tests, and tools once they are released at http://www.khronos.org/vulkan.
http://android-developers.blogspot.co.uk/2015/08/low-overhead-rendering-with-vulkan.html?m=1
 
Khronos Releases Vulkan 1.0 Specification

Derived from @amd Mantle, @thekhronosgroup @VulkanAPI Vulkan 1.0 is here! #Vulkan http://bit.ly/1KnimWg
https://twitter.com/AMDDevCentral/status/699594644573835265

https://www.khronos.org/news/press/khronos-releases-vulkan-1-0-specification?sf20977155=1

See Vulkan at GDC 2016
Vulkan work group members will hold sessions for the public 2:00-7:00 PM on Wednesday March 16 at “Green Space” located at 657 Mission Street Suite 200, in San Francisco. There are also a large number of Vulkan-related presentations and activities to be seen at the Game Developers Conference held in San Francisco on March 14-18th 2016.
Not going to lie and say I have read all that lol
 
As long as this doesn't fail badly like Mantle then I'm willing to give it some support. I did lol at the 'derived from mantle' message from AMD, cringeworthy idiots. This is an API with a whole overhaul and not just a couple of good bits from Mantle. I'm still reluctant to use it due to the fact AMD are associated with it and they are known for failing. If devs push it and really make this a viable alternative to DX12 then why not. I still think DX12 will be used much much more widely but I'm happy to see how it goes.

Lol
Mate the devs behind Vulkan even thanked amd for there work in letting them use mantle has the ground work for the api...
If say 2017 Vulkan became the number one api how would it make you feel that deep down all this came from amd? You must be shaken over this news?

And how did mantle fail? It started off has a project and has so far turned into two different software LiquidVR and Vulkan...
If these both take off then am sorry mantle has been a massive success.
 
Am under the impression that he just does it for the sake of it.. Trolling the forum, when has we speak he enjoying playing amd games in his amd rig :D
LambChop mind linking your steam profile? Would love to see your games collection.
 
Microsoft was talking about making a multi-threaded lower-level API since around 2007. Nvidia was pushing for a multi-threaded API since before that.

OpenGL Next was going in the direction of a multi-threaded faster API for mobile GPUs and modern desktops.

Console developer since the original Xbox were talking about the difference in draw calls between DX and the console APIs.




Mantle came late to the party but AMD acted on the desired of some developers. Nvidia just worked with Microsoft on DX12 which started before Mantle.

Can't be bothered to find the video but a Dice devs was building mantle has a side project when battlefield 2 was just released. They already hit api limitation in that engine hence why he started working on mantle.

It was these same guys that approached amd and then mantle was born.
 
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I'll cope. :D

Although I'm more worried about you. If you are clinging to any shred of hope that Mantle is Vulkan then who am I to even try and take that away from you.

Not at all :D I have accepted that Mantle has moved onto new things. What started out has a Project has now opened the doors to new possibilities. all within the mind set of helping PC gaming that alone is what made Mantle so big.
 
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