NVIDIA, AMD, and Intel Announce Day-1 Driver Support for Vulkan API 1.3 on Windows and Linux Platforms

0

NVIDIA, Intel, and AMD have announced that they will offer Day-1 driver support for today’s release of Vulkan 1.3 on Windows and Linux platforms.

Intel, NVIDIA, and AMD bring day-one driver support for Vulkan API 1.3 on Windows and Linux platforms

NVIDIA press release: Many different platforms, same great performance. This is why Vulkan is such a big deal.

Meta unveils AI Research SuperCluster supercomputer, powered by NVIDIA’s A100 GPU and boasting 220 PFLOP horsepower

With the Tuesday release of Vulkan 1.3, NVIDIA continues its unparalleled record of day-one driver support for this cross-platform GPU application programming interface for 3D graphics and computing.

Vulkan was created by experts from across the industry working together in the Khronos Group, an open standards consortium. From the beginning, NVIDIA has worked to move this effort forward. NVIDIA’s Neil Trevett has been president of Khronos since its inception.

“NVIDIA has always been at the forefront of computer graphics with new and improved tools and technologies that enable developers to create rich gaming experiences,” said Jon Peddie, president of Jon Peddie Research.

“Their guidance and assistance with the development of Vulkan 1.3 and the release of a new compatible driver on day one on NVIDIA GPUs contributes to the successful cross-platform functionality and performance for games and applications that this new API will bring,” did he declare.

With a simpler, thinner driver and efficient CPU multithreading capabilities, Vulkan has less latency and overhead than alternatives, such as OpenGL or older versions of Direct3D.

A $1.25 Billion Hit: NVIDIA Apparently Throws In The Towel Regarding Its Planned Arm Holdings Acquisition

If you’re using Vulkan, NVIDIA GPUs are a no-brainer. Here’s why:

  1. NVIDIA consistently provides industry leadership to evolve new Vulkan features and is often the first to make state-of-the-art computer graphics techniques available to developers. This ensures that cutting-edge titles are supported on Vulkan and, by extension, made available to more players.
  2. NVIDIA designs hardware to deliver the fastest Vulkan performance for your games and applications. For example, NVIDIA GPUs run up to 30% faster than the closest competition on games like Eternal destiny with advanced rendering techniques such as ray tracing.
  3. NVIDIA provides the widest range of Vulkan features to let you run the games and apps you want and need. NVIDIA’s production drivers support advanced features like ray tracing and DLSS AI rendering on multiple platforms, including Windows and popular Linux distributions like Ubuntu, Kylin, and RHEL.
  4. NVIDIA works hard to be the platform of choice for Vulkan development with tools that are often the first to support the latest Vulkan features, encouraging apps and games to be optimized first for NVIDIA. NVIDIA Nsight, our suite of developer tools, has integrated support for Vulkan, including debugging and optimizing applications using full ray-tracing functionality. NVIDIA also provides plenty of Vulkan code samples, tutorials, and best practice guidance so developers can get the best performance out of their code.
  5. NVIDIA is making Vulkan available on a wider range of platforms and hardware than anyone else for easier cross-platform portability. NVIDIA Delivers Vulkan to PC, Embedded, Automotive, and Data Center. And gamers get continued support for the latest Vulkan API changes with older GPUs.
  6. NVIDIA aims to protect your games with extremely reliable, game-ready drivers. NVIDIA treats Vulkan as a first-class citizen API with focused development and support. In fact, developers can download our Vulkan 1.3 zero-day drivers now at https://developer.nvidia.com/vulkan-driver.

Khronos Group press release: Today, Khronos Group, an open consortium of industry-leading companies creating advanced interoperability standards, announced the latest updates to Vulkan, the cross-platform 3D graphics API and ecosystem.

  • The 1.3 specification was released today, incorporating and mandating proven extensions requested by developers to make this feature consistently available across all supported platforms.
  • The Vulkan Working Group is developing a public roadmap to provide guidance on when and where more advanced features will be supported. The Vulkan Roadmap 2022 milestone for mid- to high-end hardware defines the features beyond Vulkan 1.3 that will be available starting this year.
  • Vulkan Profiles will be introduced, along with tools, in the February 2022 Vulkan SDK 1.3 to precisely specify, manage, and use API feature sets. The profiles will be used to communicate feature requirements for roadmaps, markets, platforms, and hardware and software developers.

Vulkan 1.3 integrates a number of carefully selected extensions requested by the developer community into a new major specification release. These include dynamic rendering, additional dynamic state, an improved synchronization API, and a range of other features (see the Vulkan 1.3 and Roadmap blog post for more details). Importantly, unlike previous revisions, no functionality added to Vulkan 1.3 is optional, ensuring their constant availability in all implementations of this new version of the API.

Presentation (Image credits: Phoronix):

Industry Support

“As a long-time supporter of Vulkan, NVIDIA is providing immediate full-featured 1.3 drivers that support Roadmap 2022 milestone on Windows 10 and 11 and Linux, including popular distributions such as Ubuntu, Kylin, and RHEL. NVIDIA has also prepared compliant Vulkan 1.3 drivers for our Jetson embedded computing platform,” said Dwight Diercks, Senior Vice President of Software Engineering, NVIDIA. “Our Nsight Graphics and Nsight Systems tools have been updated to support Vulkan 1.3, providing a robust environment with deep support for developers to build and optimize games and apps.”

“AMD is pleased to announce that we plan to support both Vulkan 1.3 and the Vulkan Roadmap 2022 profile on all AMD Radeon™ RX Vega Series and AMD RDNA™ graphics cards. Beta drivers from AMD Radeon Software are available to developers today, with support in final drivers expected in the coming months. The task force taking the initiative to standardize hardware features across devices is an important step towards providing consistent support for developers in key markets, and we believe this will ultimately result in better experiences for developers and end users,” said Andrej Zdravkovic, Senior Vice President, Software Development, AMD.

“The release of the Vulkan 1.3 specification is an important milestone. The latest iteration of the Khronos standard brings improvements to enhance the developer experience, including the introduction of Vulkan profiles, which makes it easier for developers to understand platform capabilities and target a wider range of devices. Arm is committed to providing developers with the tools and technologies to enable the next generation of engaging experiences on devices, and will support Vulkan 1.3 and the Roadmap 2022 profile on our Mali GPUs,” said Geraint North, Senior Manager, Ecosystems and Engineering, Client Line of Business, Arm.

“Vulkan 1.3 and the Roadmap 2022 milestone bring the most popular quality of life improvements for developers, such as dynamic rendering that eliminates the need for render objects and framebuffers and provides a more streamlined approach to rendering. We look forward to making these improvements available on Stadia,” said Hai Nguyen, Senior Technical Solutions Engineer for Google Stadia.

“Holochip is developing light field and AR flight simulation and training technology for the US military and integrating new display capabilities into existing NAVAIR training environments. The Vulkan 1.3 specification will enable wide adoption of next-generation display devices. The Vulkan 1.3 specification paves the way for military simulation environments to benefit from technical advances in the commercial rendering market. These advancements will lead to greater efficiency and savings in training costs and improve the ability of warfighters to safely mitigate risk,” said Robert Batchko, CEO of Holochip Corporation.

“Vulkan’s ability to enable hardware platforms with vastly different form factors and power envelopes means it is the key API for our highly scalable GPUs, which are used from handheld to mobile devices. , automotive, data center, and desktop computers. Version 1.3’s standardization of different profiles greatly improves the API’s applicability to such a diverse range of devices and use cases. 1.3 is the work of leaders of the GPU industry, who have come together to enable the future of GPUs, and we are thrilled to be a part of it,” said Ploutarchos Galatsopoulos, Director of Software Product Management, Imagination Technologies.

LunarG is excited about the new Vulkan Profiles solution. Using this framework, developers can build portable applications that will run on large sets of hardware guaranteed to have the necessary supported features. The Vulkan Profiles API library and Vulkan Profiles Layer, which come with the SDK, will allow developers to define, use and develop Vulkan profiles,” said Karen Ghavam, CEO and Director of Engineering, Christophe Riccio, Senior Engineer, LunarG Inc.

Roadmap 2022 announced today is the first milestone defined in the Vulkan roadmap. All Vulkan Task Force hardware vendors actively developing mid- to high-end devices for smartphones, tablets, laptops, consoles, and desktop platforms commit to supporting this milestone, starting by multiple products shipping in 2022. The stage requires support for Vulkan 1.3 plus a number of extensions that the working group considers essential for the target market, including descriptor indexing, stores fragment and atomic shaders, support for subgroups in fragment shaders, independent blending, sample shading, anisotropic filtering, YCbCr sampling, and scalar block layout for the Resources buffer. Roadmap 2022 also increases minimum values ​​for many hardware limits, including maximum image and image array dimensions, maximum subgroup size, and various limits on the number of resources accessed per shader step. . See blog post 1.3 and Roadmap for more details.

Share.

Comments are closed.