Vulkan Best Practices Roundtable:
This panel of ISVs, IHVs, and Vulkan working group members will discuss programmers' best practices for using the Vulkan API for maximum performance and portability.
Slides: https://www.khronos.org/developers/li...
Speakers:
Rolando Caloca, Epic Games: Unreal Engine 4 renderer port to Vulkan
Axel Gneiting, id Software: Tech6 engine port to Vulkan -Doom
Tobias Hector, Imagination Technologies
Chris Hebert, NVIDIA
Dan Archard, Qualcomm
Vulkan Tools Roundtable:
Our panel of ISVs, IHVs, and Vulkan working group members will discuss the state of tools for the Vulkan ecosystem: What tools exist today? What are the pros and cons of the various tools? What tools will be needed in the future?
Slides: https://www.khronos.org/developers/li...
Speakers:
Bill Hollings, Brenwill Workshop: MoltenVK
Andrew Woloszyn, Google: SPIR-V tools
Karl Schultz, LunarG: vktrace/vkreplay, apidump, screenshot
Kyle Spagnoli, NVIDIA: NVIDIA Nsight
Join the Khronos Community - Get help, share your project and discuss computer graphics: https://khr.io/ww.
Find the Vulkan spec, tutorials, tools and more at: https://vulkan.org
SIGGRAPH 2016: https://khronos.org/events/2016-siggraph
00:00:10 Panel: Practices for Programming the Vulkan API
00:01:48 Moving Forward with Vulkan - Pipelining Memory Operations (nVidia)
00:10:30 RenderPass Usage (Imagination)
00:17:10 Pipeline State Object Caching (Qualcomm)
00:20:12 Q/A - Roundtable
01:00:36 Panel: Tools for the Vulkan Ecosystem
01:01:40 Vulkan on iO/macOS - MoltenVK (Brenwill Workshop)
01:11:45 Bringing Vulkan Support to nVidia Nsight (nVidia)
01:23:00 LunarG SDK and Tools (LunarG)
01:31:42 SPIR-V Tools (Google)
01:37:40 Q/A - Roundtable