LunarG has released new Vulkan SDKs for Windows, Linux, and macOS based on the 1.1.73 header. The new SDK includes:
Many bug fixes, increased validation coverage and accuracy improvements, and feature additions
Developers can download the SDK from LunarXchange at https://vulkan.lunarg.com/sdk/home.
Submissions are now open for IndieCade 2018.
The first submission deadline is May 28 with submission fees starting at $75 USD.
Learn more about submission requirements, fees, and events at https://www.indiecade.com/.
IndieCade supports independent game development and organizes a series of international events showcasing the future of independent games. It encourages, publicizes, and cultivates innovation and artistry in interactive media, helping to create a public perception of games as rich, diverse, artistic, and culturally significant. IndieCade's events and related production and publication programs are designed to bring visibility to and facilitate the production of new works within the emerging independent game movement.
Spectral rendering enters the computer graphics world. After a period with not that many feature improvements, Dual Heights Software have now finally released a new major version of their water texture generator software called Caustics Generator. The new version includes full spectrum color rendering allowing the simulation of spectral refraction which produces prismatic coloring effects and thus bringing caustics simulation to a new level. The spectral functionality is available in the Pro version on both Windows, Mac and Linux.
Read more about the Caustics Generator at https://www.dualheights.se/caustics/
In the latest CG Garage podcast, Chris Nochols interviews Sebastien Deguy, CEO of Allegorithmic. In the podcast Sebastien discusses the history of Allegorithmic in a refreshing, non-corporate way.
Recorded at the Vertex Conference in London, Sebastien tells Chris how a single mistake led to the founding of this fast-growing and innovative company, which is branching out into visual effects and architecture, after rising to a state where 95% of AAA games use a Substance product for texturing. He also talks about the little tricks Allegorithmic uses behind the scenes, the future of the software, and even how we can understand the universe through mathematics.
Check out the podcast at https://www.chaosgroup.com/blog/sebastien-deguy-allegorithmic.
The International Game Developers Association (IGDA) and Plan C Ventures, LLC today announced the 2018 IGDA Game Leadership Summit will be held in Austin, TX on Thursday – Friday, Sept. 13 - 14.
Featuring a diverse slate of executives who exemplify the best leadership practices in the industry, the global summit is the first-ever event focused on helping individual leaders at all levels within the industry maximize business performance and professional success as they navigate the rapidly changing interactive entertainment field.
The announcement follows the release of IGDA’s highly publicized 2017 Developer Satisfaction Survey, citing diversity and job stability concerns across the industry. Informed by the survey’s results, the IGDA is developing a robust agenda designed to help leaders strengthen their individual leadership abilities and keep talent engaged in long-term careers.
1. Management Excellence: Managers, executives, business owners and entrepreneurs will learn competencies essential to running smart, effective game businesses, at scales from small team to thousand-plus person studio. From planning ahead for success to navigating risk and positioning for growth, topics include Building Sustainable Teams, What to Consider Before Starting a Studio and Building Strong Partnerships
2. Professional Leadership: Game professionals at all stages of their careers and across all disciplines who seek to better manage their careers and acquire leadership skills will learn to improve their decision making, planning and problem solving. Topics include What I’ve Learned in 25 Years in Game Development, Negotiating Fundamentals and Adapting to Change in an Industry Driven by Change.
“Strong, broad-based business management and professional leadership skills are the cornerstones of a healthy career and an essential foundation of high performance for companies in the interactive entertainment industry,” said Jen MacLean, executive director, IGDA. “With the re-launch of IGDA’s mission to support and empower game developers around the world in achieving fulfilling and sustainable careers, we’re excited to partner with Plan C Ventures to bring this one-of-a-kind program to our members and the worldwide game-development community.”
(See GameDev.net's interview with Jen MacLean here.)
Registration is now open. Early bird registration before July 13 is $125 for IGDA members and $200 for non-members.
The IGDA Game Leadership Summit is guided by an expert advisory board. While most of the speakers and program content will be hand-selected by the board, a call for speakers is also now open. This comprehensive effort will insure a diverse field of innovation and experience for attendees. As a rolling call, speaker submissions are reviewed upon receipt, with the first deadline on April 30, 2018.
my name is Sergio Ordonez from SOSFactory.com, I just wanted to let you know about the release of my Photoshop based Avatar creator.
A premium, high resolution, high quality, full body cartoon Avatar Creator for male and female characters, fully customizable from the skin color or hair dresses to the clothing. Aimed for game and app developers, suitable for personal use too.
With SOSFactory avatar system you can create unlimited characters, those are just a small selection:
Already available 20 out 40 sets at my website: http://www.sosfactory.com/premium-stock-avatar-creator/
Feedback and critique is more than welcome!
Following a successful beta, Allegorithmic last week announced the official release of Substance Plugin for 3ds Max, now available for free. First announced in November, Substance Plugin for 3ds Max brings the professional material creation toolset to artists and designers, with over 20 new updates and a direct link to Substance Source.
Designed for visualization experts, the new plugin launches with support for V-Ray and Corona, the AEC industry’s leading renderers, as well as the latest versions of Octane and Arnold. The new support comes with automated workflows, which send material data to the user’s renderer of choice at the push of a button. Substance menus have also been added to the design and default layouts of 3ds Max, ensuring a smooth, uninterrupted workflow for artists and designers.
“This plugin was very much a collaborative effort between Allegorithmic and our community of beta testers,” said Sébastien Deguy, founder and CEO of Allegorithmic. “Thanks to their efforts, 3ds Maxusers can finally participate in the full benefits of the Substance ecosystem, creating and editing photorealistic materials in the most intuitive way possible.”
Featuring a simplified design and tools that just work, Substance Plugin for 3ds Max streamlines the entire process without sacrificing quality. All materials can also now be sent to a user’s 3ds Maxlibrary, including anything drawn from Substance Source. With over 1,000 materials to choose from, artists and designers can use this tool to do their work faster, dropping readymade 8K materials into their projects outright, or editing for a little extra flavor.
In the coming year, additional functionality will continue to be added at no cost. Current plans include network/cloud rendering, support for additional third-party renderers and animated Substance support. Additional features will be announced soon.
A complete list of changes can be found here.
Substance Plugin for 3ds Max 2018 is available now for Windows users for free. Substance Source files can be accessed through a Substance subscription; Substance Indie cost $19.90/month, while Pro plans cost $99.90/month.
Last week VIVE announced the VIVE SRWorks SDK, allowing developers to access the stereo front facing cameras on the VIVE Pro. Developers will now be able to perform 3D perception and depth sensing with the stereo RGB sensors. From the announcement:
The SDK includes plugins for Unity and Unreal.
VIVE also included a few videos worth checking out:
Learn more at http://developer.vive.com/resources.
Epic Games has announced the Unreal Engine #ue4jam for Spring 2018. Once a quarter, Epic hosts the #ue4jam to give developers a chance to create new projects, sharpen their skills, and compete for prizes.
Prizes include an Intel Optane SSD 900P, a Houdini Indie license from SideFX, and more.
Learn more from the Unreal Engine blog here.
Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task.
From blueprints to C++ in Unreal Engine
If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++.
Learn and practice C++
Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain.
Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera
Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better.
This morning Rami Ismail posed the game-development-hack-solution question that tends to popup here and there around game development circles:
Now at nearly 300 replies, the thread includes a variety of tips and tricks, including this graphics tip from Lucas Govatos:
And this audio tip from Jeff Ball:
Or this procedural art tip from Marco Gomez:
Even trade show hacks like this one from Asi Epshtain:
And this one from Smithy that I personally used once in a crunch:
Read more of the full thread here- and maybe contribute your own hacks on GameDev.net in the comments below!
YoYo Games has released the latest version of GameMaker Studio 2.1.4 with localization support for German, French, and Spanish languages. These changes to the GameMaker GUI simplifies the learning experience for non-English speaking developers. The release also includes other new features, fixes, and improvements:
Valve has open sourced the source code for GameNetworkingSockets, a basic transport layer for games that is used as the foundation for the SteamWorks SDK. Features include:
Connection-oriented protocol (like TCP)
... but message-oriented instead of stream-oriented
Mix of reliable and unreliable messages
Messages can be larger than underlying MTU, the protocol performs fragmentation and reassembly, and retransmission for reliable
Bandwidth estimation based on TCP-friendly rate control (RFC 5348)
Encryption. AES per packet, Ed25519 crypto for key exchange and cert signatures. The details for shared key derivation and per-packet IV are based on Google QUIC.
Tools for simulating loss and detailed stats measurement
The project has dependencies for OpenSSL, Google protobuf, and ed25519-donna and curve25519-donna. It's also only been tested on Ubuntu 17.10.
Learn more at https://github.com/ValveSoftware/GameNetworkingSockets.
Today, Gamebook has announced its new production software for the quick creation of high-quality, episodic, interactive stories, such as “choose your own story” style mobile games, interactive audio dramas, interactive books and apps, eLearning apps, and more. The production software, called Gamebook.io, is browser-based and releasing into closed beta in May 2018. Those interesting in trying Gamebook.io should visit www.gamebook.io to apply.
GameBook.io is designed for anyone who wants to quickly create interactive stories, including storytellers with little to no technical experience. At the center of Gamebook.io is an easy-to-use graphical, browser-based editing interface with a text editor for writing scripts, and a graphical branching editor to create and track branches in the story. A separate publishing screen enables storytellers to preview (or listen to) the story on their target device, to track various versions of the story (such as localized versions), and to access assets and images used in the story. Once a story is finalized, Gamebook.io can output it to mobile (iOS, Android) and Alexa, with support for PC via HTML5 coming later this year. Finally, support for multiple F2P monetization options enable storytellers build in ways to monetize their content.
“For over a decade, our team of game development veterans has created content for other studios around the world. We know how much effort can go into the creation of one interactive game, let alone two or three. Our mission for the last three years has been to change that,” said co-founder and CEO, Prof. Thomas Langhanki. “We want to enable storytellers, whether individuals or teams, to produce high-quality, immersive content and stories in weeks, not years, and to do so far more cost-effectively. The result of our efforts is Gamebook.io, which we?ve been using internally to create our own content and we're thrilled to finally announce to the world.”
For current developers of interactive stories, Gamebook.io provides a tested platform to simplify the creation of new content, such as episodes or chapters. For those not currently developing story-driven content, Gamebook.io makes it easy for studios to start. Examples of what can be created with Gamebook.io include “choose your own story” style games, interactive audio dramas on Alexa, interactive books and apps, interactive shows for TV, eLearning and Training applications, marketing and advertising applications, and much more.
Gamebook.io can be licensed by anyone and will be sold on a revenue share model. The revenue share kicks in only after the content's monthly income goes above $100,000 USD. The revenue share starts at 5% and never rises above 15%. Licensing includes access to the Gamebook.io SDK and support. For more information, or to apply for the closed beta, please visit www.gamebook.io.
Video game industry is at its best with $108.9 billion in global revenue for 2017, representing a 8% growth compared to 2016. According to Newzoo, there are currently more than 2.2 billion active gamers across the globe.
In spite of this massive growth in gaming industry, the video game retailer GameStop has been struggling over the past few years as video game purchases from retail stores continue to decline due to the strong growth in the e-commerce and competition from online giants like Amazon.
The Grapvine, Texas-based company, which had a total of 7,535 stores at the end of its fiscal 2016, anticipated to open about 100 new stores as well as close about 130 Video Game Brands stores worldwide and 55 Technology Brands stores in fiscal 2017.
The demand for Nintendo Switch drove GameStop's sales up 15% in the recent quarter. https://news.alphastreet.com/gamestop-q4-2017-earnings/
Tandem Events, organisers of Europe’s leading game developer conference Develop:Brighton, today announced the first set of speakers to deliver sessions this July. GameDev.net readers get an extra 10% off the Super Early Bird rates available until 25 April! Use promo code DATHUT.
Speakers from Creative Assembly, Frontier Developments, BBC Studios, Wargaming, Sony London Studio and Unity Technologies help make up the initial announcement of 31 sessions, representing a quarter of the programme, with more to be announced at a later date.
Highlights from the sessions announced include:
Enhancing Your game's AI using Unity Machine Learning Agents
Alessia Nigretti, Unity Technologies
This session focuses on the implementation of Unity Machine Learning Agents API – No prior knowledge is required.
Developing New Story Telling Formats
Bradley Crooks, BBC Studios
Bradley will be talking about how new technology channels, and particularly VR, are opening up opportunities for content makers to develop new formats for storytelling.
In Plain English: How to Create and Scale Your Mobile Free-to-Play Game
David Amor, Mag Interactive
This session focuses on David’s journey moving from console studios to mobile F2P games, including best practice for current and future games.
Cryptocurrency in Gaming: Today and Tomorrow
Alex Amsel, Fig
This session focuses on the growth of cryptocurrency, blockchain technology and how developers can use this new phenomenon for their next game project.
World of Tanks: Mixed Reality for R&D, Marketing & PR
Matt Daly, Wargaming
Find out how Wargaming (World of Tanks Online Game) uses mixed reality for research, development, marketing and PR
Rami & Mike One on One
Rami Ismail, Vlambeer and Mike Bithell, Mike Bithell Games
This intimate fireside chat will let them discuss their experiences over the last few years, tell you what pit falls to avoid and discuss what they think about the future.
A full list of speakers can be found at https://www.developconference.com/whats-on/2018-speakers.
Develop:Brighton is a three-day conference and expo taking place at the Hilton Brighton Metropole from Tuesday 10 to Thursday 12 July 2018.
Registration is now live for Develop:Brighton, with delegates able to save as much as £325 on a three-day Super Early Bird pass bought on or before 25 April at www.developconference.com.
VR Intelligence is bringing its prestigious VRX event to Amsterdam this May 17-18, for VRX Europe 2018 – and GameDev.net readers receive a 15% discount on all passes.
With previous sell-out events in San Francisco and London, VR Intelligence has announced a list of industry-leading expert speakers for VRX Europe 2018 in Amsterdam, for 2-days of content and insights, innovative demos and premium networking.
The event will feature over 70 luminary speakers, including C-level and key representatives from companies including Sony, BMW, Google, Jaunt, Sky, Microsoft, The Mill, BBC, KLM, Resolution Games, nDreams, P&G, Rovio, Volkswagen, Media Monks, SuperData, Gensler, Fast Travel Games, R/GA,
REWIND, Dream Reality Interactive, Foster & Partners, Candy Lab AR, France.tv, Mecanoo, GfK, AksoNobel and many more.
Designed exclusively for senior-level business leaders from across the immersive tech industry, the event will include:
High-level industry outlook and future thinking sessions on Day 1, from business leaders, strategists, innovators, investors and analysts
Dedicated tracks on Day 2; one on gaming and interactive entertainment; another on enterprise and industry applications, from automotive to architecture, education, retail, healthcare, marketing, engineering and more
A full-scale expo and demo area featuring the latest technology, content innovations and solutions from 30 leading VR & AR brands, studios, suppliers and solution providers
To claim the 15% discount, just enter the code GAMEDEV15 when registering here: http://events.vr-intelligence.com/europe/register.php.
“We’re delighted to bring VRX to Amsterdam – expanding our pan-European and global reach in one of the world’s hot beds for VR and AR”, says Conference Producer at VR Intelligence, Jasmine Kees. “Our goal is to create quality content and insight, with real business solutions, in an exclusive networking environment for those leading the way and taking the industry forward. After our previous sell outs in San Francisco and London, VRX is now established as the premier global networking event series for the immersive tech industry.”
Tickets for VRX Europe can be purchased for the full conference now, from www.vr-intelligence.com/europe.
DMarket, the world’s first and only working marketplace on blockchain for in-game items trading, today announced the release of its product version 2.0 Beta.
One of the key features of v2.0 is Steam integration. It allows users to trade and exchange Steam-stored in-game items on DMarket, providing a whole new model of assets monetization. The annual turnover of in-game assets trading is over $10 billion, and it has the potential to reach $450 billion. The average monthly trading volume of skins globally exceeds 60 million items.
DMarket v2.0 also features an upgraded version of the Blockchain Explorer that has been supplemented with a cold wallet functionality for enhanced user security.
The company launched version 1.0 of its marketplace in October 2017. DMarket Founder’s Mark, a unique piece of memorabilia commemorating the marketplace launch, has already risen in price from a few cents to thousands of dollars. To date, the trading volume of DMarket Founder’s Mark is 486,000 DMC.
Most recently, DMarket signed a partnership agreement with Unity Technologies, the world’s most widely-used real-time 3D development platform. This will allow any Unity-based game to easily plug into the DMarket API and integrate in-game items into DMarket blockchain for trading and exchange. Under the agreement, DMarket will build a custom SDK for Unity games integration that will be officially certified by Unity and presented and supported in the Unity Asset Store.
DMarket is the world’s first and only working blockchain-based marketplace for trading in-game items and turning them into real assets.
To learn more or test DMarket in action, check out dmarket.com
Sonniss has released the Game Audio GDC Bundle Part 4 - over 30GB of royalty-free, high quality sound effects. From the website:
The 8-part download is available here. Sonniss has also provided a torrent for the download.
The International Game Developers Association (IGDA) announced a relaunch with a new mission statement and changes to its member benefits, as well as the newest additions to the board of directors.
The new mission statement of the largest organization in the world serving people who make games proclaims the “IGDA supports and empowers game developers around the world in achieving fulfilling and sustainable careers.”
“The shape of game development has changed since the IGDA was founded 24 years ago. It’s the easiest it’s ever been to become a game developer, but conversely harder than ever to succeed as one,” said Jen MacLean, executive director, IGDA. “Consequently, we’re losing talent. This impacts both the short- and long-term successes of individuals and studios throughout our industry. We need to actively support our small and medium-sized studios and the people who work for them because they become the Blizzards, Valves and Bethesdas of the future.”
Effective starting March 22, IGDA members will have access to a host of new benefits including professional education partnerships, increased support for new and existing IGDA chapters and special interest groups, expanded research including a new developer survey and partnerships with organizations such as the Anti-Defamation League to support diverse communities of game developers and players. The IGDA will also be launching an Expert Resource Library later this year, populated with articles and videos from industry veterans to help game developers at all stages of their careers.
Joining the board of directors are Hans ten Cate, a 15-year industry veteran who has worked on titles including The Sims and Dante’s Inferno; Bernard Yee, executive producer and TPM at Oculus, with experience at studios including PopCap, Bungie, Harmonix, Atari, Disney Interactive and Sony Online Entertainment; and Christopher Hamilton, a producer at Rovio Entertainment with prior experience at NGOs in the US, Russia, and Europe.
As part of its ongoing efforts to recognize organizations making great contributions to the game development community, the IGDA is honoring Global Game Jam, the world’s largest game jam event taking place at physical locations, with its 2018 Positive Impact Award.
Since its inception in 2009, Global Game Jam has expanded from having 1,650 participants make 370 games at 53 sites in 23 countries to having more than 42,000 participants create over 8,600 games at 803 locations in 108 countries. The largest single Global Game Jam site in 2018’s event was in Cairo, Egypt, with more than 2,000 participants.
For more information, please visit the IGDA website.
Humble Bundle is currently running an AI Book bundle for the next 5 days, featuring titles from Packt on machine learning, game AI, deep learning, and more.
GameDev.net is a Humble Bundle partner. If you're interested in purchasing the bundle, you can support GameDev.net by using our affiliate link:
CGTrader, the world's largest database of 3D models and 3D designers, has introduced the Digital Art Competition, which invites all CG artists (both 2D and 3D): https://www.cgtrader.com/digital-art-competition !
You can submit up to three works of art to each of the six categories: Character Illustration, Character Concept Design, Environment Illustration, Environment Concept Design, Object Design, and Object Concept Design. Contestants will also have the chance to achieve the Public Award.
There are no hard requirements, and artworks do not have to be created exclusively for the competition, so feel free to show everyone your best and favourite works. For more details, visit the competition page and be sure to check out the Categories & Prizes section!
The CGTrader Digital Art Competition gives participants exposure in our 1.2M+ designer community and the chance to win prizes valued over $60,000.
Today at GDC, AMD announced widened support for Radeon Rays with Unity Lightmapper. Its open-source, high efficiency, high performance GPU-accelerated ray tracing software helps game developers to achieve higher visual quality and stunningly photorealistic 3D images in real-time.
Radeon ProRender now supports real-time GPU acceleration of ray tracing techniques mixed with traditional rasterization-based rendering, to combine the value of ray tracing with the interactivity of rasterization.
For gaming, ray tracing is in its early stages. For professional applications, however, real-time ray tracing is a well-established rendering technique. Today, AMD is announcing ProRender support for real-time GPU acceleration of ray tracing techniques mixed with traditional rasterization based rendering. Now built on Vulkan, ProRender is continuing to enable developers to deliver interactive photorealistic graphics. We are actively engaging with professional developers to make real-time visualization a reality.
To find out more, please read our blog here. For More information on Real Time Ray Tracing, check out the following video:
AMD also discussed new technologies and partnerships to help developers squeeze more performance from their hardware and optimize for low-level APIs, including:
Introducing Radeon GPU Profiler 1.2: AMD released the next iteration of its ground-breaking low-level optimization developer tool, Radeon GPU Profiler (RGP) 1.2, bringing compatibility with RenderDoc, integrated frame debugging and profiling, barrier reason codes and improved frame overview. With RGP 1.2, developers can also generate RGP profiles from RenderDoc replays, select events in RGP and view them in RenderDoc, or vice versa. For more information on Radeon GPU profiler, check out the following video:
Support for the new Vulkan 1.1: AMD worked closely with The Khronos Group for the release of Vulkan 1.1 to develop a conformant driver. This major upgrade to the API will delight the existing Vulkan community and continue to broaden the user base. Any AMD APU or Radeon GPU based on the Graphics Core Next (GCN) architecture is already Vulkan-compliant.
Compressonator 3.0 from AMD which allows designers to compress both 2D textures and 3D meshes in one simple UI. Compressonator supports all common file formats and codecs and can display compressed 3D models in DX12, Vulkan and OpenGL. Compressonator also allows in-depth customization of individual assets or batch compression of multiple assets. Users can visually and analytically compare the original and compressed files at each stage of the process.
Last but most certainly not least, AMD announced the latest development to their ReSX program. A recently announced a special initiative inside the Radeon Software group, Project Radeon eSports Experience focuses on delivering gameplay optimizations to the world’s most popular eSports titles.
Adding to previously announced optimizations for PlayerUnknown’s Battlegrounds, Overwatch and Dota 2, AMD has another set of impressive performance gains with today’s Radeon Software release: From the launch of Radeon Software Adrenalin Edition till today, Fortnite has improved frames-per-second (8%), 99th percentile frame times (7%) and click-to-response (13%), delivering an extraordinary eSports experience.
Imagination Technologies announces a new version of PVRTune, the PowerVR GPU performance analysis tool which provides developers with a deep level of information to help them fully understand the dynamics of their applications on mobile and embedded devices. With the new capabilities in PVRTune 2018 Release 1, developers can create apps and games that take full advantage of the underlying hardware to achieve optimal performance at the lowest possible power consumption.
Developers use PVRTune to analyze the performance of their applications running on PowerVR GPUs in real-time and use the fine-grain performance information to easily identify bottlenecks. With this release, PVRTune is now ‘API aware,’ able to retrieve and present events that have been generated by the client driver of native programming interfaces such as OpenGL® ES and the EGL™. In addition, UI enhancements make navigation more intuitive than ever and also improve the clarity of data presentation.
Mark Butler, VP, PowerVR software graphics engineering, Imagination Technologies, says: “PVRTune represents the first time a mobile GPU vendor is exposing so much in-depth driver and hardware information. Across all of our PowerVR developer tools, we are providing as much information as possible and presenting it in a way that is easy to understand. PowerVR GPUs are designed to deliver stunning visual experiences on the most power-conscious products. Developers creating games and apps for devices with a PowerVR GPU can use PVRTune to take full advantage of this leading graphics architecture.”
How does API awareness work?
PVRTune lets developers view application-level API calls (e.g. glDraw) in the PVRTune GUI and trace a piece of work from the application level through the PowerVR driver and onto the hardware for execution. In this way they can see how work that was submitted at the application level directly affects the behavior and performance of both the driver and hardware. PVRTune can also provide other information from the client driver such as surface format, size and shader details.
PVRTune today supports OpenGL ES / EGL client driver, with Vulkan® support to follow.
Demonstration at GDC
To see a live demo of PVRTune’s new capabilities, visit Imagination in booth #102 at the Game Developers Conference (GDC), being held in San Francisco from 19th – 23rd March.
PVRTune Complete v14.145 is available now under NDA. A non-NDA version with some reduced functionality, PVRTune Developer, is still available and is continuing to be developed. Contact email@example.com to learn more.