A Preview of using the Vulkan Graphics API to Render the UI It's actually possible to test the Vulkan backend for Skia on Android P now. There's a debug parameter that you can set to force Android to use the Skia Vulkan pipeline. Simply reboot after adding the following line to /system...
Vulkan is not working. I have to hit cntl-enter and search for advanced settings and change the engine to OpenGL as a fallback. I've asked on the unofficial discord and nobody seems to have Vulkan working that has responded. In my logs I get this error when attempting to use Vulkan: ...
TheGraphics rendereroption lets you select betweenVulkan & OpenGLorOpenGL Only. You can read about this feature in detail inthis article. Switch yourInterface rendererif you are facing graphics issues while using BlueStacks. To know more about how it works,refer to this article. ASTC Textur...
Please update your workflow to use the latest version of actions/cache to avoid interruptions. Learn more: https://github.blog/changelog/2024-09-16-notice-of-upcoming-deprecations-and-changes-in-github-actions-services/ Show more cmake-build (Ubuntu - Clang, ubuntu-latest, Debug, clang-1...
Dxtory is another FPS counter program that also allows you to capture screenshots and videos of your gameplay. Similar to Fraps, this software can be used on both DirectX games and those using OpenGL. DirectDraw and Vulkan are also some of the other APIs supported. It is also compatible with...
When the native FSR2 backends used within FSR2 plugin, graphics capture tools such as PIX andRenderDocmay be less stable. Disabling the native backend(r.FidelityFX.FSR2.UseNativeDX12orr.FidelityFX.FSR2.UseNativeVulkan) and using the RHI-based backend may allow the capture tool to replay capture...
Running with the Vulkan backend works flawlessly. Are you using storage buffers/textures? The backend uses GLES 3.0 target (V3_00Es), which needs to be fixed. To be honest, I'm not familiar with the rendering internals of Ruffle, so I can't really tell, I'm just seeing this symptom...
MonkVG is an OpenVG 1.1 like vector graphics API implementation currently using an Vulkan 1.1 or OpenGL 3.3 backend that should be compatible with any HW that supports Vulkan or OpenGL. This is an open source BSD licensed project that is in active development. Contributors and sponsors welcome....
The easiest to use GUI library Responsive: target 60 Hz in debug build Friendly: difficult to make mistakes, and shouldn't panic Portable: the same code works on the web and as a native app Easy to integrate into any environment A simple 2D graphics API for custom painting (epaint). ...
Support n frames in-flight, Sync only when the previous n frames has not yet completed. Main thread handle all game logic and record render commands, it could dispatch workload to worker threads. Render thread resolve those render commands to backend graphics api commands. It works as ...