“Join us for the unveiling of Khronos’ glNext initiative, the upcoming cross-platform graphics API designed for modern programming techniques and processors. glNext will be the singular choice for developers who demand peak performance in their applications. We will present a technical breakdown of the API, advanced techniques and live demos of real-world applications running on glNext drivers and hardware.”

Speakers:

  • Johan Andersson – Technical Fellow, Electronic Arts, Frostbite Engine Team
  • Pierre-Loup Griffais – Developer, Valve Software
  • John McDonald – Developer, Valve Software
  • Niklas Smedberg – Senior Engine Programmer, Epic Games
  • Dan Baker – Graphics Architect, Oxide Games
  • Aras Pranckevicius – Graphics Architect, Unity Technologies
  • Tom Olson – Chair of the Working Group, Khronos

Ben Lang and Scott Hayden are Live Blogging this event which starts at 10am PST. Updates should appear automatically below, no need to refresh.

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Based in the UK, Paul has been immersed in interactive entertainment for the best part of 27 years and has followed advances in gaming with a passionate fervour. His obsession with graphical fidelity over the years has had him branded a ‘graphics whore’ (which he views as the highest compliment) more than once and he holds a particular candle for the dream of the ultimate immersive gaming experience. Having followed and been disappointed by the original VR explosion of the 90s, he then founded RiftVR.com to follow the new and exciting prospect of the rebirth of VR in products like the Oculus Rift. Paul joined forces with Ben to help build the new Road to VR in preparation for what he sees as VR’s coming of age over the next few years.
  • seanlumly

    I am really looking forward to this talk! As a dev, I’m excited at what Vulkan has to offer.

  • At least we got to know the compatibility, OpenGL 4.1 eh? A GTX970 should have support for 4.4 so I’m probably OK for a while then :P nice.

  • Stray Toaster

    Given how crucial it is for VR apps to render at high frame-rates, it seems to make good sense for developers to support Steam OS and Vulkan for their VR exclusive titles, especially if the primary hardware they run on are Steam Machines which will not have the highest end CPUs and GPUs.