The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
APACHE-2.0 License
Bot releases are visible (Hide)
Published by AntoineConffx almost 6 years ago
A screenshot of the PC version:
Here are shots of four of the supported platforms:
PC Windows 10 Vulkan 1.1.77 GeForce 1080 Driver 399.07 with a resolution of 2560x1440 in full-screen:
Linux Vulkan 1.1.82.1 RADEON 480 Driver 18.30 with a resolution of 1920x1080 in full-screen:
iMac with AMD RADEON 580 (Part No. MNED2xx/A) with resolution of 5120x2880 in full-screen:
iPhone 7 with iOS 12.0 (16A366) and a resolution of 1334 x 750 in full-screen:
XBOX One:
We added several unit tests for Ozz. Please find descriptions below.
Published by AntoineConffx almost 6 years ago
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.
Phenomenological Transparency - Refraction
Phenomenological Transparency - Diffusion
Phenomenological Transparency - Diffusion, Refraction, Shadows
Published by JenkinsConffx about 6 years ago
PC Windows 10 DirectX 12 GeForce 950 Driver 411.63 with a resolution of 1080p in full-screen:
Linux Vulkan 1.1.82.1 GeForce 1080 Driver 390.87 with a resolution of 1080p in full-screen:
MacBook Pro (Model A1706) with a resolution of 1080p in full-screen:
iPhone 7 with a resolution of 1334x750 in full-screen:
PC Windows 10 DirectX 12 GeForce 950 Driver 411.63 with a resolution of 1080p in full-screen:
imGUI support:
Published by JenkinsConffx about 6 years ago
PC Windows 10 Vulkan 1.1.82.1 GeForce 1080 Driver 398.82 with a resolution of 2560 * 1440 in full-screen:
iMac with AMD RADEON 580 (Part No. MNED2xx/A) with resolution of 2560x1440 in full-screen:
Here is a version running on a iPhone 7 with iOS 11.4.1 (15G77) and a resolution of 1334 x 750 in full-screen:
Please note there are no platform specific optimizations for macOS or iOS in the moment. The initial version was developed on PC and then just ported to the other platforms. We might optimize for the other platforms at some point.
Kostas plans to use the San Miguel Scene for this and then also merge it with the Light and Shadow Playground, so that you can pick different shadow techniques and compare them. He wants to implement HRT Reflections next. I wrote a short blog post about the development of this unit test at https://diaryofagraphicsprogrammer.blogspot.com/2018/09/ray-tracing-without-ray-tracing-api.html
Published by JenkinsConffx about 6 years ago
Published by AntoineConffx over 6 years ago
Added a unified input system based on Gainput to all platforms (https://github.com/jkuhlmann/gainput). The new input system substantially simplified input management on the application level over all platforms. We also simplified the camera controller. Added also new VirtualJoystick class in UI.
Added a Light and Shadow Playground unit test. There are two types of shadows supported in the moment exponential shadows and SDF shadows. There is a switch to pick one of them during run-time. In the future there will be more complex lighting and shadow setups.
There is now functionality to create views per mip / per slice for textures and render target through TextureUsage and RenderTargetUsage flags (typecast cube map to 2D texture array etc.)
UIRenderer was removed and there is now a dedicated text rendering system different from UI rendering and no UI rendering interface anymore
cmdbindVertexBuffer, cmdBindIndexBuffer now support offsets
cmdBindRenderTargets now takes color array, mip slices, depth array and mip slice index
The Pixel-Projected Reflections unit test now uses bindless textures on all platforms except for iOS as its too many to bind in one go.
iOS: all unit tests run on our iOS test device; Visibility Buffer still doesn't as described below.
Moved the release notes from this page into the release section and added actual releases
Published by AntoineConffx over 6 years ago
Published by AntoineConffx over 6 years ago
Published by AntoineConffx over 6 years ago
First of all: thanks a lot for the amount of feedback and support we received from the community. I think the amount of code changes in this release is a reflection of the strong feeback. Keep it coming!
Any rendering framework needs a test farm that makes sure it is running on all the devices and OS'es supported. Our current testing setup is based on Jenkins and only supports a rather narrow range of hardware devices. We will add more hardware devices over time; this also depends when and how we get ahold of them. Considering that the feature set of The Forge is forward looking with support for Vulkan, DirectX 12 and Metal 2, we will leave out a lot of older hardware. We already started a conversation with Intel and Apple about the challenges we have and we will get in touch with driver teams from Samsung, Qualcomm,Google, AMD, NVIDIA and others to provide feedback on drivers.
Published by AntoineConffx over 6 years ago
Published by AntoineConffx over 6 years ago
Published by AntoineConffx over 6 years ago
Very first release.
Published by AntoineConffx over 6 years ago
Published by AntoineConffx over 6 years ago
Published by AntoineConffx over 6 years ago
Published by AntoineConffx over 6 years ago
Published by AntoineConffx over 6 years ago
Published by AntoineConffx over 6 years ago
Published by AntoineConffx over 6 years ago