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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.
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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.
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.
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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. Industry-wide accepted open standards are essential for our goal. For that reason I'm proud to see the industry having agreed on the Vulkan ray tracing API. For us, the upcoming ray tracing functionality was a big motivation for why we are working on Vulkan real-time rendering already since 2019.” “In the past 20 years, rasterization techniques were at the core of innovation in real-time rendering.
At Crytek, the Vulkan API is playing a major part in driving advancements in this area, helping us to deliver a high-performance game-engine with outstanding visuals across different platforms and operating systems. We are pleased that Khronos is releasing vendor-independent Vulkan Ray Tracing extensions that define essential functionality for bringing real-time ray tracing to Vulkan supported applications. Similar to the rasterization domain, this extension plays a major part in our plans for offering cutting edge ray-tracing functionality in CRYENGINE, while benefiting greatly from hardware-specific implementations of each vendor.” “With the 3DEXPERIENCE Platform Dassault Systèmes provides business and people with virtual universes to imagine sustainable innovations for today and tomorrow.
Our rendering technology serves a multitude of industries and use-cases, ranging from high-performance, real-time scenarios to high-quality GI and physical light simulation. Vulkan Ray Tracing enables us to bring hardware accelerated ray tracing into the hands of our users in a cross-platform and vendor agnostic way. ” “At EA we inspire the world to play and are dedicated to jointly developing open standards that empower developers to push creative boundaries for compute and graphics, like Vulkan Ray Tracing.
We are excited about this release from Khronos as it will pioneer future innovations that deliver extraordinary experiences for players.” “At Epic Games we have always been committed to the advancement of open standards and cross-platform systems that give people freedom of choice and control over their creativity. As early adopters of ray tracing technologies we are thrilled to see Khronos releasing Vulkan Ray Tracing extensions as part of the Vulkan SDK and we’re excited about the possibilities that this release opens up for Unreal Engine creators.” “Holochip develops light field technology for the U. military and is incorporating glasses-free 3D visualization capabilities into existing environments. Vulkan Ray Tracing will enable wide adoption of Holochip’s real-time light-field rendering solutions across numerous display devices - from headsets, lenticular screen, tabletop, CAVE, volumetric, to next-generation holographic displays.
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These advances will provide greater situational awareness across land, sea, space and cyber, leading to greater effectiveness, cost savings and risk reduction in areas such as Command and Control (C2), planning, training, maintenance and medicine. Click here to learn more about Holochip’s real-time light-field rendering solutions.” “Imagination Technologies has a decade-long commitment to creating innovative ray tracing hardware IP across a wide spectrum of platforms. The release of Vulkan’s ray tracing framework will give developers unrivalled freedom to create applications across our hardware platforms and provide new, unique graphical experiences on a variety of upcoming mobile devices.” “At Intel Architecture Day 2020, we announced that new GPUs based on the gaming-optimized Xe-HPG architecture will be available in 2021 and feature hardware acceleration for ray tracing. We’re thrilled to see Khronos push graphics forward with new ray tracing extensions and we look forward to providing driver updates and additional details when we launch next year.” “The Glacier Engine has a Vulkan backend that powers HITMAN3 on Stadia. At IO Interactive we follow with interest the evolution of the API and the upcoming extensions. Ray Tracing is a topic we’re actively working on for our games, so we’re very excited to see hardware agnostic support coming into Vulkan.” “The arrival of a vendor agnostic approach to hardware accelerated ray tracing in Vulkan will impact our industry in a similar fashion as the arrival of hardware transform & lighting, flexible shaders, or compute shaders did. I for one am looking forward to seeing how it’s going to be used.” “NVIDIA has taken a leadership role in bringing ray tracing to Vulkan, enabling developers with cross-platform access to RTX acceleration.
Today we are rolling out Vulkan Ray Tracing in our production drivers and have upgraded Quake II RTX to be the world’s first cross-vendor ray tracing Vulkan application.” “Vulkan Ray Tracing is a milestone for the computer graphics industry at large. For the first time, graphics developers are able to leverage hardware ray tracing through a fully performant, cross platform and vendor agnostic API.