VK-Z 0.3.0 Vulkan Capabilities and Extensions Viewer Released
VK-Z is a simple command line utility, for Windows and Linux that displays Vulkan capabilities (hardware limits) and extensions of all capable Vulkan devices on the system. http://www.geeks3d.com/20160512/vk-z-0-3-0-vulkan-capabilities-and-extensions-viewer-released/ I know that Vulkan is a huge unknown in regards to stereoscopic gameplay. Not to mention that there's really no games using it currently. The Talos Principle can be made to use it and Doom 2016 might get the option to use it added. But anyways, I figured there would be some that might be curious at seeing what results this utility gives. It was just released a week ago.
VK-Z is a simple command line utility, for Windows and Linux that displays Vulkan capabilities (hardware limits) and extensions of all capable Vulkan devices on the system.


http://www.geeks3d.com/20160512/vk-z-0-3-0-vulkan-capabilities-and-extensions-viewer-released/


I know that Vulkan is a huge unknown in regards to stereoscopic gameplay. Not to mention that there's really no games using it currently. The Talos Principle can be made to use it and Doom 2016 might get the option to use it added. But anyways, I figured there would be some that might be curious at seeing what results this utility gives. It was just released a week ago.

#1
Posted 05/19/2016 02:56 PM   
This was on Intel's site, I haven't found much from Nvidia. imageArrayLayers – Defines the number of layers in a swap chain images (that is, views); typically this value will be one but if we want to create multiview or stereo (stereoscopic 3D) images, we can set it to some higher value. https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-2
This was on Intel's site, I haven't found much from Nvidia.

imageArrayLayers – Defines the number of layers in a swap chain images (that is, views); typically this value will be one but if we want to create multiview or stereo (stereoscopic 3D) images, we can set it to some higher value.


https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-2

#2
Posted 05/19/2016 03:38 PM   
Neil Schneider interviews Neil Trevett, President of Khronos Group, about their new Vulkan API. MTBS-TV: Interview With Khronos Group at GDC 2016 https://www.youtube.com/watch?v=U1BuqKx2YAE Around 20 minutes in he talks about GLTF (OpenGL Transmission Format) a stereoscopic 3D transmission encoding format. http://www.perey.com/ARStandards/3D_Transmission_Ninth_AR_Standards.pdf [img]http://image.slidesharecdn.com/open-standards-for-gamingnov13-131121092648-phpapp02/95/open-standards-for-gaming-18-638.jpg?cb=1385544523[/img]
Neil Schneider interviews Neil Trevett, President of Khronos Group, about their new Vulkan API.

MTBS-TV: Interview With Khronos Group at GDC 2016




Around 20 minutes in he talks about GLTF (OpenGL Transmission Format) a stereoscopic 3D transmission encoding format.

http://www.perey.com/ARStandards/3D_Transmission_Ninth_AR_Standards.pdf


Image

#3
Posted 05/19/2016 03:46 PM   
Here's the Khronos page for Vulkan. https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/xhtml/vkspec.html I'm not finding anything about convergence or separation, just stereo window creation.
Here's the Khronos page for Vulkan.

https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/xhtml/vkspec.html

I'm not finding anything about convergence or separation, just stereo window creation.

#4
Posted 05/19/2016 04:13 PM   
[quote="D-Man11"]Here's the Khronos page for Vulkan. https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/xhtml/vkspec.html I'm not finding anything about convergence or separation, just stereo window creation.[/quote] Yes tipically the Stereo & Convergence are application "variables". OpenGL is the same. It allows you to generate a Stereo Context (QUAD Buffering = 2 Buffers per eye - One Front, One Back x 2 eyes) but how you do the stereo is up to you! You need to write the stereo shaders, take Depth and Convergence into account and write the code for it;) . Nvidia provides this code in their driver for 3D Vision Automatic, or else there wouldn't be a lot of sense in having 3D Vision Automatic;) The fact that Vulakn allows you to do stereo Context is awesome! Although I don't think it will be compatible with 3D Vision directly. Nvidia added QuadBuffering Support on GTX at some point (but it worked only one one GPU - SLI had to be disabled and Surround had to be disabled). In any case we can still use the work-around I use in my wrapper: - Create a DX9 Window and set the flags in Profile to allow 3D Vision to kick in;) IF they add a Vulkan-DX interooperability Layer like they did for OGL (hopefully more optimized this time ^_^).
D-Man11 said:Here's the Khronos page for Vulkan.


https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/xhtml/vkspec.html


I'm not finding anything about convergence or separation, just stereo window creation.


Yes tipically the Stereo & Convergence are application "variables". OpenGL is the same. It allows you to generate a Stereo Context (QUAD Buffering = 2 Buffers per eye - One Front, One Back x 2 eyes) but how you do the stereo is up to you! You need to write the stereo shaders, take Depth and Convergence into account and write the code for it;) .

Nvidia provides this code in their driver for 3D Vision Automatic, or else there wouldn't be a lot of sense in having 3D Vision Automatic;)

The fact that Vulakn allows you to do stereo Context is awesome! Although I don't think it will be compatible with 3D Vision directly. Nvidia added QuadBuffering Support on GTX at some point (but it worked only one one GPU - SLI had to be disabled and Surround had to be disabled). In any case we can still use the work-around I use in my wrapper:
- Create a DX9 Window and set the flags in Profile to allow 3D Vision to kick in;) IF they add a Vulkan-DX interooperability Layer like they did for OGL (hopefully more optimized this time ^_^).

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#5
Posted 05/19/2016 04:44 PM   
royalty-free glTF is pretty exciting, hopefully it works well and there isn't a format war. This should bring more stereoscopic content to the web, although it will probably be aimed more at VR headset users. 2016 GDC Khronos Session - WebGL + glTF https://www.youtube.com/watch?v=DzBlv8jysak glTF get's going around 26:00
royalty-free glTF is pretty exciting, hopefully it works well and there isn't a format war.

This should bring more stereoscopic content to the web, although it will probably be aimed more at VR headset users.

2016 GDC Khronos Session - WebGL + glTF



glTF get's going around 26:00

#6
Posted 05/19/2016 04:50 PM   
If you have VR, you "might" be able to view this somewhat rough early demo of the tech, that was talked about in the discussion. Tis freaky in 2D. Timeslice uses 53 GoPro cameras and experimental capture tech to create “4D” portrait http://www.imaging-resource.com/news/2016/02/18/53-gopro-cameras-and-experimental-capture-tech-combine-to-create-4d-portrai
If you have VR, you "might" be able to view this somewhat rough early demo of the tech, that was talked about in the discussion.

Tis freaky in 2D.

Timeslice uses 53 GoPro cameras and experimental capture tech to create “4D” portrait

http://www.imaging-resource.com/news/2016/02/18/53-gopro-cameras-and-experimental-capture-tech-combine-to-create-4d-portrai

#7
Posted 05/19/2016 05:15 PM   
Vulkan and OpenGL seeing some more love in the latest VRWorks update. https://developer.nvidia.com/vrworks-31-graphics-sdk-release Release highlights: Added a new VRS OGL sample gl_shading_rate_image_msaa to demonstrate the usage of VRS with MSAA for better image quality Updated OGL and Vulkan VRS samples to demonstrate eye-tracking through mouse pointer tracking and performing foveation around it General stability improvements and documentation updates
Vulkan and OpenGL seeing some more love in the latest VRWorks update.


https://developer.nvidia.com/vrworks-31-graphics-sdk-release


Release highlights:

Added a new VRS OGL sample gl_shading_rate_image_msaa to demonstrate the usage of VRS with MSAA for better image quality

Updated OGL and Vulkan VRS samples to demonstrate eye-tracking through mouse pointer tracking and performing foveation around it

General stability improvements and documentation updates

#8
Posted 02/16/2019 08:48 PM   
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