![](https://gpuopen.com/wp-content/uploads/2020/08/vulkan_news-300x110.png)
New Vulkan® Extensions in Driver 19.6.2
On Monday 17th of June we released new version of our graphics driver – 19.6.2. With it we added support for 5 new Vulkan® extensions.
On Monday 17th of June we released new version of our graphics driver – 19.6.2. With it we added support for 5 new Vulkan® extensions.
This version contains several new features and optimizations, including new installers for the SDK, CLI and GUI tool, new batch compress support, improvements to Compressonator’s BC6H and ETC2 support, a new glTF model previewer, and more.
A guide to using our machine-readable mapping that you can integrate into your software for decoding Radeon™ Vulkan® versions.
Adam Sawicki, a member of AMD RTG’s Game Engineering team, has spent the best part of a year assisting one of the world’s biggest game studios in porting one of their AAA games to Vulkan.
Compressonator is a set of tools that allows artists and developers to work easily with compressed assets and easily visualize the quality impact of various compression technologies.
This guest post, by Arseny Kapoulkine from Roblox, looks at the costs associated with calling various Vulkan functions tens or hundreds of thousands of times per frame, and ways to bring them down.
AMD announces the release of V-EZ, a middleware layer that significantly reduces the house-keeping overhead of Vulkan making it easier to use and more accessible to a broader base of developers.
Information about the new features and optimizations in Compressonator v2.7.
The AMD GCN Vulkan extensions allow developers to get access to the barycentric coordinates at the fragment-shader level.
An important part of learning the Vulkan® API is to understand what types of objects are defined by it, what they represent and how they relate to each other.
VMA is our single-header, MIT-licensed, C++ library for easily and efficiently managing memory allocation for your Vulkan® games and applications.
This post takes a look at the interesting bits of helping id Software with their DOOM Vulkan effort, from the perspective of AMD’s Game Engineering Team.