Die Vulkan™-API AMD AMD
Added on: 2021-01-28 Platform: windows 10 64-bit Description: Vulkan 1.2 Developer Beta Driver (for Ampere, Turing, Volta, Pascal and Maxwell GPUs). Vulkan® is an open standard and cross-platform Application Programming Interface (API) developed by the Khronos® Group. Derived from AMD’s revolutionary Mantle API, Vulkan® is a powerful low-overhead graphics API designed for developers who want or need deeper hardware control over GPU acceleration for maximized performance and predictability. Vulkan® gives software developers control over the performance, efficiency, and capabilities of AMD Radeon™ GPUs and multi-core CPUs.
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The driver is built on top of AMD’s Platform Abstraction Library (PAL), a shared component that is designed to encapsulate certain hardware and OS-specific programming details for many of AMD’s 3D and compute drivers. Leveraging PAL can help provide a consistent experience across platforms, including support for recently released GPUs and compatibility with AMD developer tools. From the consortium that brought you Open GL®, Vulkan® is a new graphics API for developers who want or need deeper hardware control.
Designed with “low-overhead” capabilities, Vulkan® gives devs total control over the performance, efficiency, and capabilities of Radeon™ GPUs and multi-core CPUs. Compared to Open GL®, Vulkan® substantially reduces “API overhead,” which is background work a CPU must do to interpret what a game is asking of the hardware. Reducing this overhead gives hardware much more time to spend on delivering meaningful features, performance and image quality.
Vulkan® also exposes GPU hardware features not ordinarily accessible through Open GL®. Vulkan® inherits these capabilities from AMD’s Mantle graphics API. Mantle was the first of its kind: the first low-overhead PC graphics API, the first to grant unprecedented access to PC GPU resources, and the first to offer absolute control of those resources. Most importantly for gamers, Mantle got the industry thinking about how much additional GPU performance could be unlocked with a low-overhead graphics API. Though the Mantle API was tailored for AMD hardware, Mantle was also designed with just enough hardware abstraction to accommodate almost any modern graphics architecture.
Vulkan Run Time Libraries 126.96.36.199 version 188.8.131.52 by LunarG.
That architecture proved useful when we contributed the source code and API specification of Mantle to serve as the foundation of Vulkan® in May of 2015. Since that time, Vulkan® has been forged under the stewardship of a comprehensive industry alliance that spans the hardware development, game development and content creation industries. Many new and significant capabilities have been added, such as support and performance optimizations for Android® smartphones and tablets, or cross-OS support for Windows® 7, Windows® 8.1, Windows® 10, and Linux®.
Read about the three new Vulkan® extensions in the latest release of our Radeon™ Software Adrenalin Edition driver 20.9.2: VK_KHR_buffer_device_address, VK_EXT_robustness2, and VK_EXT_shader_image_atomic_int64. Vulkan is a new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. Vulkan 1.2 is the current version and below you will find everything you need to forge ahead in using Vulkan in your engine or application.
The Vulkan 1.2 specification was launched on January 15th, 2020, and integrates 23 proven extensions into the core Vulkan API, bringing significant developer-requested access to new hardware functionality, improved application performance, and enhanced API usability. In October 2020, the Vulkan Working Group released the VK_KHR_fragment_shading_rate extension, which provides a new, flexible technique to control the fragment shading rate, enabling developers to perform shading at a lower resolution than the render targets.
This fine level of control allows developers to focus shading resources where they are needed, which ultimately increases rendering performance and quality. Vulkan 1.2 Specification Educational Resources Fragment Shading Rate Blog Merchandise The Vulkan Ray Tracing extensions released in November 2020 seamlessly integrate ray tracing functionality alongside Vulkan’s rasterization framework, making Vulkan the industry’s first open, cross-vendor, cross-platform standard for ray tracing acceleration. In December 2020, an updated Vulkan SDK was rolled out, integrating all the components necessary for developers to easily use the new ray tracing extensions, including ray tracing validation.
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Ray Tracing Spec Release Blog SDK Rollout Press Release SDK Rollout Presentation Learn More “Vulkan 1.2 brings together nearly two dozen high-priority features developed over the past two years into one, unified core Vulkan standard, setting a cutting-edge bar for functionality in the industry’s only open GPU API for cross-platform 3D and compute acceleration. One of the key requests from the developer community was the ability to easily bring Direct X 12 ray tracing (DXR) code to Vulkan. We have achieved that through delivering a carefully designed superset of DXR, and integrating Vulkan Ray Tracing support in the DXC open source HLSL compiler.” “4A Games was one of the earliest adopters of hardware level ray tracing by developing the first Real-Time Raytraced Global Illumination system in a video game as released in Metro Exodus, and we are excited at the addition of a vendor agnostic Vulkan implementation in the industry. We look forward to seeing how this technology progresses.” “Standardizing ray tracing in Vulkan® is an important step towards making ray tracing available across a wide range of devices, as well as enabling developers to use this technology to its full advantage. AMD supports all of the major features in this extension, including ray shading and ray queries in our AMD Radeon Software Adrenalin Edition driver. We are also working with developers to ensure great performance from our Vulkan® Ray Tracing implementation thanks to hardware ray tracing support on AMD RDNA™ 2 architecture-based graphics cards; these efforts will help us to provide end-users with even more visually stunning graphics on AMD Radeon™ graphics cards.” “During the development of Rage 2 and other games, Vulkan gave us great flexibility when looking at deployment on multiple platforms. As the Apex Engine looks to adopt and avail of the latest hardware developments, it is great to see Vulkan keeping pace and investing in support for cutting edge features like hardware accelerated ray tracing.” “Being one of the first adopters of Vulkan in our Rocksolid Engine already in 2015, we’re thrilled to now add support for Vulkan Ray Tracing.
The first product to feature raytraced effects like reflections and global illumination will be the forthcoming GPUScore benchmark. We’re also working to introduce ray tracing for automotive instrument clusters and other in-car screens and Vulkan Ray Tracing extensions are important enablers for this.” “Blender's mission is to get the best of the world's CG technology in the hands of artists as free/open source software.