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Croteam have continued developing their Vulkan backend for The Talos Principle and have pushed the last beta to stable and released another beta with more Vulkan work.
I'm going to be honest, I had never heard of openFrameworks until today. It claims it's a C++ toolkit that glues together several commonly used libraries to help you work quickly. They are working on a Vulkan backend that now supports Linux.
While Khronos already put up the actual slides from Vulkan DevDay UK we didn't have any audio or video, now we do. Much nicer than reading slides by themselves.
GLFW 3.2 has just recently released and it's a major update. It adds support for Vulkan surface creation, window mode switching, window maximization, window input focus control, window size and aspect ratio limits, human-readable key names, window icons and more.
For those developers and users still wanting more information about Vulkan and developing with it, Khronos has put the slides available online from their recent developer day in the UK.
Dota 2 is Valve's first game to support Vulkan, the successor to OpenGL. This is Valve's first public release of the game to use Vulkan, so there will be some rough edges.
Valve just recently published a new Steam beta, and they have fixed up the Steam Overlay rendering issue that was causing it to bring down Vulkan performance. I've run some fresh tests on my Nvidia 980ti to show you the difference now with it on vs before.
Well, not long after someone reported the issue to Valve from my benchmarks, the performance penalty of using Vulkan with the Steam Overlay seems to be mostly fixed.