github ConfettiFX/The-Forge v1.17
Release 1.17 - October 4th, 2018 - Android Pie & Vulkan 1.1 Support | iOS imGUI touch & virtual keyboard | DXR Ray Tracing support | Call for contributors to change IRenderer.h

latest releases: v1.57, v1.56, v1.55...
6 years ago
  • The Forge now has initial support for Android with the same Vulkan 1.1 run-time that is used by the Windows and Linux platforms.

Android running Vulkan 1.1

There are only a few phones that support Vulkan 1.1. We developed and support the
Essential Phone.
This phone uses an Adreno 540 GPU and can be obtained relatively cheap and unlocked from Amazon or similar sources. Please check out Vulkan Gpuinfo.org for the supported feature list of this GPU with Android 9.0.
At the moment only the first two unit tests are running but we will extend the support to as many as we can in an upcoming release. We expect to run into driver bugs. We will not actively support Vulkan 1.0.

  • Vulkan - mobile phone support see above
  • iOS:
    • upgraded to 12.0 (16A366)
    • we extended imGUI support for iOS with touch support and virtual keyboard
  • Windows - fixed resizing ... should now work again with Alt+Enter ...
  • Windows DXR - The Forge was the first rendering framework to support DXR, now that there will be hardware support, we added a screenshot of one of the unit tests below. We will add support for the other Ray Tracing APIs as well. They are useful for developing Tools. For games we recommend the Hybrid Ray-Traced solutions provided below (so far only shadows).

Image of the DXR Ray Tracing unit test in The Forge

  • Upgraded the Order-Independent Transparency unit test to support Phenomenological Transparency as described in one of Morgan McGuire's papers. Here are screenshots:

OIT Refraction

Phenomenological Transparency - Refraction

OIT diffusion

Phenomenological Transparency - Diffusion

OIT diffusion, refraction, shadows

Phenomenological Transparency - Diffusion, Refraction, Shadows

  • Linux - the wave intrinsics unit test now also works on Linux. We are looking into macOS / iOS next.
  • Call for contributors to change IRenderer.h - as a heads-up, we will change the renderer interface to use our own way of "Render Passes and Compute Passes" similar to the Vulkan render passes. We will analyze render and compute calls and use this information to expose data to a "Render Graph" that will be implemented on a higher level. If you want to be part of the group that thinks about how we should adjust IRenderer.h for this, please send Wolfgang a note and your skype ID

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