The latest alpha of the upcoming Blender 5.0 release comes with High Dynamic Range (HDR) support for Linux on Wayland which will, if everything works out, make it into the final Blender 5.0 release on October 1, 2025. The post on the developer forum comes with instructions on how to enable the experimental support and how to test it. If you are using Fedora Workstation 42, which ships GNOME version 48, everything is already included to run Blender with HDR. All that is required is an HDR comp...| swick's blog
DXVK v2.7 was released over the weekend with lots of improvements for the Direct3D to Vulkan layer. Here's what's new and improved.| GamingOnLinux
OpenGL, Metal and Vulkan all have different ideas about which way is up - that is, where the origin is located and which way the Y axis goes for a framebuffer. This post explains the API differences and suggests a few ways to cope with them. I'm not going to cover the Z axis or Z-buffer here - perhaps that'll be a separate post.| The Hacks of Life
RetroArch 1.20.0 has just been released. Grab it here. Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love to our users. This project exists because of your support and belief in us to keep going doing great things. We have […]| Libretro
Join LunarG at Vulkanised 2025 in Cambridge | UK, where we'll deliver 4 information-rich technical presentations. Engage in face-to-face discussions with our skilled software engineers!| LunarG
As the year concludes I wanted to give a small update on what I’ve been working on. From a technology perspecitve this has been one of the most intense years in a long time! I’ve had the opportunity to spend most of my time researching new technologies and algorithms for our next voxel engine. Here’s a summary:| Voxagon Blog
The Khronos Group has granted Vulkan 1.1 conformance to the open source Adreno GPU driver| Danylo's blog
GeeXLab 0.61.0, the best prototyping engine in the known universe and beyond, is out on Windows and Linuxi platforms with bug fixes, updates + improvements.| HackLAB
We are near the end of 2024 and I wanted to write up a long post about the current state of the rendering in Wicked Engine. If you are interested in graphics programming, then strap yourself in for a long read through some coarse brain dump, without going in too deep to any of the […]| Wicked Engine
VMA is our single-header, MIT-licensed, C++ library for easily and efficiently managing memory allocation for your Vulkan® games and applications.| gpuopen.com
Texture streaming is an important feature of modern 3D engines as it is can be the largest contributor to reducing loading times and memory usage, as textures are usually the largest assets. Wicked Engine just got the first implementation of such a system, and here you can read about the details of it in depth.| Wicked Engine
Intel new graphics driver v5518 released for all GPUs (discrete and integrated) for Windows 10/11. Supported GPUs: Arc A-series / Core Ultra , UHD Graphics and Iris Xe.| Geeks3D
There are a variety of ways to send vertex data to the GPU. Since DX12 and Vulkan, we can choose to use the old-school input layouts definitions in the pipeline state, or using descriptors, which became much more flexible since the DX11-era limitations. Wicked Engine has been using descriptors with bindless manual fetching for a […]| Wicked Engine
If you spend a long enough time in graphics development, the time will come eventually when you want to cast between different formats of a GPU resource. The problem is that information about how to do this was a bit hard to come by – until now. When is casting necessary? You will need to […]| Wicked Engine
This post shows a way to compute derivatives for texture filtering in compute shaders (for visibility buffer shading). I was missing a step-by-step explanation of how to do this, but after some trial and error, the following method turned out to work well. Background In compute shaders you don’t get access to the ddx() and […]| Wicked Engine
Wicked Engine used Visual Studio to compile all its shaders for a long time, but that changed around a year ago (in 2021) when custom shader compiling tools were implemented. This blog highlights the benefits of this and may provide some new ideas if you are developing graphics programs or tools. Previously First, the old […]| Wicked Engine
Lately I’ve been interested in modernizing the geometry pipeline in the rendering engine, for example reducing the vertex shaders. It’s a well known fact that geometry shaders are not making efficient use of the GPU hardware, but similar issues could apply for vertex and tessellation shaders too, just because there is a need for pushing […]| Wicked Engine
Intel has published a set of graphics drivers for its Arc GPUs. The driver 101.5186 is the driver for all current Arc GPUs (Arc A380, A580, A770, A750, A310, A770M, A570M, A550M, A530M, A730M, A370M, A350M) and integrated GPUs (11th Gen, 12th Gen and 13th Gen). The driver 101.5234 is the driver for the brand| Geeks3D
AMD has published the first graphics driver of 2024 for all modern Radeon graphics cards. Adrenalin 24.1.1 supports Radeon RX 7900, RX 7800, RX 7700, RX 7600, RX 6000, RX 5000 graphics cards. Radeon for laptop are also supported (RX 6800M, RX 6700M, RX 6600M, RX 6500M, RX 6300M, RX 5700M/5600M/5500M/5300M). This driver comes| Geeks3D
Today, Vulkan's video extensions have been officially released! FFmpeg support is upcoming, with development being on my branch. To compile, run: ./configure --enable-vulkan && make To test:...| Lynne's compiled musings
Vulkan (compute) has the potential to be the next-generation GPGPU standard for various GPUs to support various domains; one immediate compelling application, is machine learning inference for resource-constrained scenarios like in mobile/edge devices and for gaming. This blog post explains the technical and business aspects behind and discusses the challenges and status.| Lei.Chat()
Shader Toolchain (HLSL in Vulkan): talk, slides, downloads, and documentation| Lei.Chat()
HLSL for Vulkan: translating HLSL semantic strings into SPIR-V location numbers| Lei.Chat()
HLSL for Vulkan: translating HLSL matrices into SPIR-V| Lei.Chat()
HLSL for Vulkan: translating HLSL resources into SPIR-V| Lei.Chat()
All video acceleration APIs came in three flavours. System-specific DXVA(2), DirectX 12 Video, MediaCodec VAAPI, VDPAU, XvMC, XvBA, YAMI, V4L2, OMX etc.. Vendor-specific Quick Sync, MFX Avivo,...| Lynne's compiled musings
Intel has published a set of graphics drivers for its Arc GPUs. The driver 101.5081 is the driver for all current Arc GPUs (Arc A380, A580, A770, A750, A310, A770M, A570M, A550M, A530M, A730M, A370M, A350M) and integrated GPUs (11th Gen, 12th Gen and 13th Gen). The driver 101.5122 is the driver for the brand| Geeks3D
Intel has published few days ago a new graphics driver for its Arc GPUs (Arc A380, A580, A770, A750, A310, A770M, A570M, A550M, A530M, A730M, A370M, A350M) and integrated GPUs (11th Gen, 12th Gen and 13th Gen). Here are the main changes: GAMING HIGHLIGHTS: Intel Game On Driver support on Intel Arc A-series Graphics for:| Geeks3D
Intel has published a new graphics driver for its Arc GPUs (Arc A380, A580, A770, A750, A310, A770M, A570M, A550M, A530M, A730M, A370M, A350M) and integrated GPUs (11th Gen, 12th Gen and 13th Gen). Here are the main changes: GAMING HIGHLIGHTS: Intel Game On Driver support on Intel Arc A-series Graphics for: - The Talos| Geeks3D
With the standardization of the Vulkan decoding extension less than a month ago, two codecs were defined - H264 and H265. While they have cemented their position in multimedia, another, newer...| Lynne's compiled musings
Turnip, open-source Vulkan driver for Adreno GPUs, has reached a major milestone and now supports all necessary features for Vulkan 1.3| Danylo's blog
A lot of new extensions, GL 4.6 via Zink, major LRZ rework, and coming VK 1.3 conformance.| Danylo's blog
It appears that Google created a handy tool that helps finding the command which causes a GPU hang/crash. It is called Graphics Flight Recorder (GFR) and was open-sourced a year ago but didn’t receive any attention. From the readme: The Graphics Flight Recorder (GFR) is a Vulkan layer to help trackdown and identify the cause of GPU hangs and crashes. It works by instrumenting command buffers with completion tags. When an error is detected a log file containing incomplete command buffers is ...| Danylo's blog
Using GFXReconstruct to test any Vulkan x86-64 game on a sufficiently capable mobile GPU.| Danylo's blog
Directly editing commands stream submitted to GPU allows to rapidly test many hypotheses.| Danylo's blog
More real world bugs! Featuring “Psychonauts 2”, “Injustice 2”, and “Monster Hunter World”.| Danylo's blog
Debugging ordinary GPU hangs is too easy? Try hangs that bring the whole machine down!| Danylo's blog
Recently I had a first look into Vulkan development. So I started by reading a Vulkan Tutorial. It’s rather detailed and actually it takes a long time before you see your first shaded triangle (about 900 lines of code!). The Vulkan Tutorial has some software requirements on Linux, which are explained in detail in the Development environment for Linux. In order to make things easier for openSUSE users here is the package list you need to have installed. Just install them via zypper.| Stefan’s openSUSE Blog