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  1. Post-processing layer 'vkBasalt' new release up - can now use some shaders

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  2. Feb 1

    Been a real long time in coming, but we finally have a blogpost. Look at all that awesome! Please reshare so everyone knows we're deep in the action <3

  3. Feb 1

    The joys. More renderer debugging (Yes, it's leaking like mad)

  4. Jan 30

    There are two, first-class blogs written about Vulkan 1.2 available now: HLSL as a First Class Vulkan Shading Language Vulkan Timeline Semaphores

  5. Jan 30

    This is how performance turned out for me. Values are from 's built-in with low-medium settings @ 1080p. Vulkan data is avg of 4 runs, DX11 is avg of 2. Specs listed on .

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  6. On the blog post I asked how soon it'd be available to test the driver, Eben's answer : "We’ll run a public beta once we can run a useful subset of programs. Probably in the second half of this year." Can't wait :-)

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  7. 29 minutes ago

    Does the switch use ? Just wondering how easy linux -> Switch ports are...

  8. 4 hours ago
    Replying to and

    Awesome!, are you using with like the first implementations of ? if not, are ypu going to port it soon? 4.0 Vulkan dev branch is running great in 3D, just a few more postprocess to implement. Thank!!!

  9. Keith Packard: "I've been messing with application presentation through the API for quite a while now, first starting by exploring how to make head-mounted displays work by creating DRM leases"

  10. Feb 1

    After-movie sales training Singapore 30/31 January 2020

  11. Feb 1
  12. Feb 1

    I'm so happy that is on now! My whole computer is happy about it! I hope makes it possible to capture games on vulkan. 🙏

  13. Jan 31

    How to start vulkin using steam

  14. The earth keeps trembling around Grindavík. Are we facing an eruption soon?

  15. Jan 31

    VULKAN API is the best thing to happen to siege in a long time. I now get a consistent 240 fps where as i would only get 170 when people started shooting and moving. Thank you

  16. Jan 31

    Built with + release mode, fairly impressed with the frame rate considering there is no sprite batching in place (look at how many draw calls there are.) Go ? ^^

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  17. Jan 30

    This is insane btw. Each one of these squares is a separate draw call using a matrix stack push/pop.. on mac OS where OpenGL drivers could never do this efficiently. is a beast. My VGL engine takes some slight credit as well :p

  18. Jan 30

    Quick fullscreen/ test with . Dat framerate tho.

  19. Jan 30

    Hello little guy. Where are your friends? (Wish me good luck).

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