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1000 results for “vulkan”

  1. Vulkan has published a new sample demonstrating Shader Execution Reordering (SER) for ray tracing.

    SER separates ray traversal from shader invocation, letting the GPU reorder threads for better coherency before execution. The sample includes an interactive on/off toggle across three divergent material types, with real-world gains ranging from 11-24% in path tracing to 40-50% in high-divergence scenarios.

    github.com/KhronosGroup/Vulkan

  2. Vulkansteig Vogelsberg von Alsfeld bis Büdingen, zweite Etappe von Ulrichstein bis Hartmannshain | #indernatur

  3. Vulkansteig Vogelsberg von Alsfeld bis Büdingen, zweite Etappe von Ulrichstein bis Hartmannshain | #indernatur

  4. Vulkansteig Vogelsberg von Alsfeld bis Büdingen, erste Etappe bis Ulrichstein | #indernatur

  5. Vulkansteig Vogelsberg von Alsfeld bis Büdingen, erste Etappe bis Ulrichstein | #indernatur

  6. Using COBOL As A Shader Language
    Yep, what's in the title apparently can be done.

    COBOL stands for Common Business-Oriented Language, and is an extremely verbose language designed purposely to be understandable to managers. Everything in COBOL reads like it does, which makes it hard to work with. A fair portion of the financial world still runs on COBOL, in some ca
    setsideb.com/using-cobol-as-a-
    #niche #cobol #niche #ShaderLanguage #StupidComputerTricks #Vulkan

  7. New Vulkan sample: Rasterization Order Attachment Access

    This sample demonstrates VK_EXT_rasterization_order_attachment_access, which enables framebuffer attachment reads from one fragment to the next in rasterization order, without requiring explicit synchronization or subpass self-dependencies. Techniques like programmable blending become far more practical.

    Explore the sample: github.com/KhronosGroup/Vulkan

  8. New Vulkan sample: Rasterization Order Attachment Access

    This sample demonstrates VK_EXT_rasterization_order_attachment_access, which enables framebuffer attachment reads from one fragment to the next in rasterization order, without requiring explicit synchronization or subpass self-dependencies. Techniques like programmable blending become far more practical.

    Explore the sample: github.com/KhronosGroup/Vulkan
    #Vulkan #GPU #Programming #Graphics

  9. New Vulkan sample: Rasterization Order Attachment Access

    This sample demonstrates VK_EXT_rasterization_order_attachment_access, which enables framebuffer attachment reads from one fragment to the next in rasterization order, without requiring explicit synchronization or subpass self-dependencies. Techniques like programmable blending become far more practical.

    Explore the sample: github.com/KhronosGroup/Vulkan
    #Vulkan #GPU #Programming #Graphics

  10. New Vulkan sample: Rasterization Order Attachment Access

    This sample demonstrates VK_EXT_rasterization_order_attachment_access, which enables framebuffer attachment reads from one fragment to the next in rasterization order, without requiring explicit synchronization or subpass self-dependencies. Techniques like programmable blending become far more practical.

    Explore the sample: github.com/KhronosGroup/Vulkan
    #Vulkan #GPU #Programming #Graphics

  11. New Vulkan sample: Rasterization Order Attachment Access

    This sample demonstrates VK_EXT_rasterization_order_attachment_access, which enables framebuffer attachment reads from one fragment to the next in rasterization order, without requiring explicit synchronization or subpass self-dependencies. Techniques like programmable blending become far more practical.

    Explore the sample: github.com/KhronosGroup/Vulkan
    #Vulkan #GPU #Programming #Graphics

  12. RE: mastodon.gamedev.place/@0x0961

    So for those who are interested how I achieved such numbers.

    First of all I implemented a thing very heavily inspired by Doom Eternal's rendering solution. So they have a thing called "dynamic draw call merging" where they run a compute shader that looks at a huge buffer containing all the geometry data and then they produce index buffer and push it into GPU.

    simoncoenen.com/blog/programmi

    #gamedev #graphicsprogramming #sdl3 #odin #vulkan

  13. AmigaOS 4: graphics library VulkanOS4 1.3

    "VulkanOS4" is an implementation of Vulkan, the successor to OpenGL, on AmigaOS 4, which requires various 3D technologies commercially distributed by A-EON (OpenGL ES 2.0, Warp 3D Nova, RadeonRX/RadeonHD drivers). In version 1.3, several minor issues have been resolved.

    amiga-news.de/en/news/AN-2026-

    #AmigaOS4 #VulkanOS

  14. AmigaOS 4: graphics library VulkanOS4 1.3

    "VulkanOS4" is an implementation of Vulkan, the successor to OpenGL, on AmigaOS 4, which requires various 3D technologies commercially distributed by A-EON (OpenGL ES 2.0, Warp 3D Nova, RadeonRX/RadeonHD drivers). In version 1.3, several minor issues have been resolved.

    amiga-news.de/en/news/AN-2026-

    #AmigaOS4 #VulkanOS