Matias


Vulkan “But WHY?” FAQ

Vulkan isn’t newbie friendly. But something that I get asked a lot are questions that aren’t answered anywhere or is hard to find (i.e. typically in the form of “why are things done this way?”) unless you are familiar with previous APIs (i.e. D3D11 & Metal) and existing HW limitations. […]


Vulkan integration between multiple libraries (e.g. Qt + OgreNext)

So I’ve been working into integrating Qt Quick (QML) and OgreNext when using the Vulkan RenderSystem for use in Gazebo. Note that I’m talking about Qt Quick. The ‘stable’ Qt Widgets interface (which uses QVulkanWindow) doesn’t have this problem because it’s too simple. There are various ways to perform an […]


DirectStorage speculations & myths

So, it’s been 2 months since the release of DirectStorage Github repos and no new major updates. I deferred this post for a little while waiting for more updates, but I guess I’ll just have to post it with what has been made available so far. Myths? At least so […]


The road to 16-bit floats GPU is paved with our blood

Ok that was a flashy clickbait-y title! What? You didn’t like it? I’m proud of that one! So I recently tried to implement 16-bit floats into our shaders. I knew it was untested. What I was not prepared is… how untested everything is! We use macros like #define midf min16float. […]