The Khronos Group released the Vulkan 1.3 specification today, incorporating and mandating proven, developer-requested extensions, as well as a public roadmap and profiles. Learn more: khr.io/xj
JanHaraldFredriksen
@jhfredriksen
GPU & Media software architect at Arm. Tweets are my own etc.
Trondheim, NorwayJoined May 2012
JanHaraldFredriksen’s Tweets
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Please meet #astcenc 3.0 - your route to faster texture compression and project builds.
* 1.4 - 1.8x faster for -thorough.
* 1.2 - 1.6x faster for -medium.
* ... but averages better image quality.
* 16KB smaller code size.
github.com/ARM-software/a
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Check out the new blog series from starting with:
New Vulkan extensions for mobile: Maintenance Extensions
community.arm.com/developer/tool
#developers #Android #AndroidR
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Good work going into this
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astcenc 2.1 is now released on GitHub. Thank you to @aras_p and @Alecazam123 for their contributions.
Major headlines:
* One command line wrapper bug fix.
* A new -fastest compression mode.
* A lot more performance.
#astc release and full change log: github.com/ARM-software/a
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astcenc 2.0 now in beta. Major changes since alpha:
Clean API between codec and command line wrapper.
.exr support for uncompressed input/output.
.ktx support for compressed output/input.
-flto on for non-debug builds for more speed.
Feedback welcome
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We've changed the license to our ASTC encoder to Apache 2.0. There is work to do on performance but this is an important first step to making it more usable. Thanks ! github.com/ARM-software/a
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New blog from Peter Harris! Learn about RGBM texture compression with ASTC. Read it and let us know what you think on the Arm Community -
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We're excited to announce the new -G77 GPU, our first premium GPU based on the brand new Valhall architecture. Read more about this big step-change in premium mobile:
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On May 20th, of will host a panel to discuss the challenges & opportunities of cross-platform GPU standardisation. Panellists: of , , of , @lou_auroyup of at #Vulkanised! khronos.org/events/vulkani
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In a month Vulkan on Android will be more widespread than OpenGL ES 2.0. Making history.
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Just delivered my first #SIGGRAPH2018 presentation ever. Clustered shading on mobile is cool stuff. :D
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Amazing #DEMOSCENE BoF line up this year at #SIGGRAPH demoscene-bof.blogspot.com/2018/08/demosc - mark you calendars and join us tomorrow at 12:30 - 2pm! Space limited, so be on time.
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I just published “A tale of two Samsungs: ARM vs. Qualcomm in Android graphics” medium.com/p/a-tale-of-tw
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Arm releases PerfDoc v1.0, a #Vulkan layer that aims to validate apps against the Mali dev’s best practices guide
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Khronos Places OpenGL and OpenGL ES Conformance Tests into Open Source ow.ly/85VB308jaR0
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Vulkan CTS 1.0.1 is out, adding over 27k new tests. A lot of driver bugs were harmed in the making of this release. github.com/KhronosGroup/V
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Mimir is launched... Hello Mali-G71!
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Much time spent on this - now it's finally out! :)
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Khronos #Vulkan 1.0. Come and get it!
khronos.org/registry/vulkan
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On Android, there's already more ASTC devices (15%) than PVRTC (8%). Others: ETC2 48%, ATC 39%, DXT 5%. Data from unity stats.
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New Mali GPU \o/
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#ARM announces #ARMMali-470 #GPU - low power for #Wearables & more bit.ly/1MBQtUW
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Please RT: Can't make it to #SIGGRAPH. No Worries. Get your Official #Vulkan T-Shirt from TeeSpring: teespring.com/vulkan $15
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After tons of work, we pushed out something magic to our beta users today: youtu.be/AUY9Aq38odw #fusetools
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I'll be talking about Vulkan at SIGGRAPH in the Next-Gen Graphics API Course. Tuesday, 9 AM. s2015.siggraph.org/attendees/cour
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Please RT: Vulkan session video now online... good quality
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dEQP Framework, GLES, and EGL tests are now open source under Apache 2 license: android.googlesource.com/platform/exter
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Slide notes for siggraph talk, "Efficient rendering with Tile Local Storage" now up: community.arm.com/docs/DOC-8916
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Escher meets flat-shading, and a wonderful little game #monumentvalleygame
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