Duration: (44:24) ?Subscribe5835 2025-02-27T04:35:52+00:00
Vulkanised 2024: Beyond SPIR-V: Single Source C++ and Shader Programming - Mateusz Kielan
(31:42)
Vulkanised 2024: Using Vulkan Synchronization Validation Effectively - John Zulauf
(40:17)
Vulkanised 2024: Vulkan Working Group Update - Tom Olson
(1:4:39)
Vulkanised 2024: Building Game Engines for the Next Generation of Creators - Sceneri Case Study
(31:19)
Vulkanised 2024: Vulkan Synchronization Made Easy - Grigory Dzhavadyan
(35:6)
Vulkanised 2024: Vulkan Development for Apple Desktops and Devices - Richard Wright
(47:4)
Vulkanised 2024: Mastering Chaos: Navigating Vulkan Synchronization on O3DE - Akio Gaule
(26:4)
Vulkanised 2024: Toward a Next-Gen Vulkan Shading Language: Our Journey with Slang - Theresa Foley
(34:19)
Vulkanised 2024: Writing an Efficient Vulkan Renderer for Quest Pro and Quest 3
(27:43)
Vulkanised 2024: Porting n4ce's Survey Renderer from GDI to Vulkan with Nabla - Erfan Ahmadi
(22:52)
Vulkanised 2024: Using ANG(C)LE as System Compute Driver - Pavan Lanka
(27:13)
Vulkanised 2024: Welcome and Introductions - Marty Johnson
(1:7)
Vulkanised 2024: MoltenVK Update - Bill Hollings
(44:24)
Vulkanised 2024: Perfect Mip-Maps w/ Poly-Phase Filtering Convolution - Arkadiusz Lachowicz
(30:13)
Vulkanised 2024: Realistic Graphics with Ray Tracing on Mobile - Iago Calvo Lista
(25:25)
Vulkanised 2024: Using Vulkan Validation Effectively - Jeremy Gebben
(38:29)