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KHRONOS Reveal the Vulkan API

KHRONOS Reveal the Vulkan API

KHRONOS Reveal the Vulkan API

KHRONOS Reveal the Vulkan API

 

The KHRONOS group has reveal the Vulkan API, the groups next generation API and successor to OpenGL. The API will work on all GPUs, all OS's unlike competing API's like Mantle, DirectX and Apple's Metal API.

 

  "Vulkan is the new generation, open standard API for high-efficiency access to graphics and compute on modern GPUs. This ground-up design, previously referred to as the Next Generation OpenGL Initiative, provides applications direct control over GPU acceleration for maximized performance and predictability."

 

KHRONOS Reveal the Vulkan API  

Here is what Valve's Gabe Newell had to say about the Vulkan API:

 

Industry standard APIs like Vulkan are a critical part of enabling developers to bring the best possible experience to customers on multiple platforms. Valve and the other Khronos members are working hard to ensure that this high-performance graphics interface is made available as widely as possible and we view it as a critical component of SteamOS and future Valve games. 

 

KHRONOS Reveal the Vulkan API  

Vulkan will have many of the same advantages as other Next generation Graphics API's like a lower CPU overhead and the ability to create and use a larger number of draw calls.

What makes Vulkan special is it's cross platform compatibility, being able to work across multiple OS' and GPU families, which is the major disadvantages to AMD's Mantle and Microsoft's DirectX 12.

 

KHRONOS Reveal the Vulkan API  

The KHRONOS groups Vulkan API will be supported on any hardware that supports OpenGL 3.1 and up and is expected to be fully specified and implemented by the end of this year.

Some of the participants in the creation of this next generation API can be seen below, as you can see most major players are seen here like AMD, Nvidia, Intel, ARM and many game developers and game Engine creators.  

 

KHRONOS Reveal the Vulkan API

 

One major difference between Vulkan and it's predecessors is SPIR-V (Standard Portable Intermediate Representation), it's language frontend which allows developers to program for Vulkan in more programming languages, as almost any type of code can be compiled down to SPIR.

SPIR is already being used in OpenCL, which it was originally created for, which also means that Vulcan also supports OpenCL kernel Languages. This also means that developers can use SPIR to do both Compute and Graphical tasks, which may open a lot of new options for the API going forward. As the underlying runtime is the same, more compute workloads can be offset to the GPU, or vice versa.

 

KHRONOS Reveal the Vulkan API  KHRONOS Reveal the Vulkan API  

 

You can join the discussion on the KHRONOS Group's Vulkan API on the OC3D Forums.  

 

 

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Most Recent Comments

03-03-2015, 06:08:01

SPS
That logo looks like something from the 80s.Quote

03-03-2015, 06:11:57

Warchild
Quote:
Originally Posted by SPS View Post
That logo looks like something from the 80s.
Yet I still prefer it over many I see today. Simple is best!

Why hasn't Spock been photo shopped into this yet?

anyway, Should we thank AMD and their mantle for paving the way for the changes to driver overhead we will soon see in the likes of DX and GLNext aka Vulcan?

Someone had to start somewhere I suppose in order to get other manufacturers to jump in on Graphics evolution.Quote

03-03-2015, 06:16:22

WYP
Quote:
Originally Posted by Warchild View Post
Yet I still prefer it over many I see today. Simple is best!

Why hasn't Spock been photo shopped into this yet?

anyway, Should we thank AMD and their mantle for paving the way for the changes to driver overhead we will soon see in the likes of DX and GLNext aka Vulcan?

Someone had to start somewhere I suppose in order to get other manufacturers to jump in on Graphics evolution.
we also need to remember that AMD said that they gave the KHRONOS group full access to the mantle source code.

That could have sped up development a lot.Quote

03-03-2015, 06:22:04

Warchild
I give full credit to AMD with this. I really do believe that they mean their company value of "openness".

All I can hope is that future APIs are developed with the same key goal in mind and that is for manufacturers to collaborate together and bring us to a completely new level in advancement.Quote

03-03-2015, 06:37:37

SPS
Quote:
Originally Posted by Warchild View Post
anyway, Should we thank AMD and their mantle for paving the way for the changes to driver overhead we will soon see in the likes of DX and GLNext aka Vulcan?

Someone had to start somewhere I suppose in order to get other manufacturers to jump in on Graphics evolution.
Yeah of course, AMD did everything right to try and set the standard/progress R&D in this area. Even dropping Mantle is a great move to focus on the common APIs to deliver the same performance.Quote
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