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Vulkan offers another key difference to OpenGL with respect to memory allocation. When it comes to managing memory allocations as well as assigning it to individual resources, the OpenGL driver does most of the work for the developer. This allows applications to be developed, tested and deployed very quickly. In Vulkan however, the programmer takes responsibility meaning that many operations that OpenGL orchestrates heuristically can be orchestrated based on an absolute knowledge of the resource lifecycle.
WebGL is the only way to run a 3D app on Windows, Mac, and Android, etc., with no source changes. The first and only time this has ever been possible – in the known universe! And as Apple fragments the native API landscape with Metal – this portability becomes even more valuable.
In related news, Croteam has also confirmed that Serious Sam 4 will support the Vulkan API, and that it will be powered by a much improved version of the Serious Engine.
As Croteam’s Alen Ladavac wrote on Steam:
"We will support Vulkan. But we probably won’t be removing support for other APIs soon."
- Performance/Quality improvements and an AMD Crossfire™ profile is available for Rise of the Tomb Raider™
- An AMD Crossfire™ profile is available for Fallout 4
This is a D3D11 sample app that demonstrates several techniques for rendering real-time shadow maps. The following techniques are implemented:
Cascaded Shadow Maps
Stabilized Cascaded Shadow Maps
Automatic Cascade Fitting based on depth buffer analysis, as in Sample Distribution Shadow Maps.
Various forms of Percentage Closer Filtering
Variance Shadow Maps
Exponential Variance Shadow Maps (EVSM)
Moment Shadow Maps
FASTBuild is a high performance, open-source build system supporting highly scalable compilation, caching and network distribution. It supports MSVC, GCC, SNC, Clang, GreenHills, CodeWarrior & NVCC (CUDA).
Microsoft is making the tools that its own researchers use to speed up advances in artificial intelligence available to a broader group of developers by releasing its Computational Network Toolkit on GitHub.
In VS 2015 Update 2, we've implemented every C++ Standard Library feature that's been voted into C++11, C++14, and the C++17-so-far.
Seeing some really impressive improvements on early Vulkan drivers with native code, will win big when Unity and Unreal get support.