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Sascha Willems

saschawillems.de

Recent content on Sascha Willems

Graphics

Posts
373 from 1 Jan 2000 to 17 Oct 2026
Posting
monthly (11 in the last year)
Kind
personal blog
Feed
https://www.saschawillems.de/index.xml

2026 9

  1. Vulkan Hardware Database API Access
  2. Vulkan Hardware Database Quick Filters
  3. Vulkan Hardware Capability Viewer 4.13 with additional feature flags released
  4. New Vulkan samples for using descriptor heaps
  5. Improving performance of the Vulkan Hardware Database
  6. Vulkanised 2026 Talk on Vulkan for Hobbyists
  7. Vulkan Hardware Capability Viewer 4.11 released
  8. Retro graphics cards
  9. New "How to Vulkan in 2026" tutorial

2025 10

  1. Vulkan Hardware Capability Viewer 4.10 released
  2. OpenCL Hardware Capability Viewer 1.30 released
  3. Vulkan Hardware Database Availability
  4. Fundamental Vulkan Samples rework
  5. Vulkan Hardware Capability Viewer 4.02 released
  6. Shaders for Vulkan samples now also available in HLSL
  7. Shaders for Vulkan samples now also available in slang
  8. Vulkan Hardware Capability Viewer 4.01 released
  9. Improved filtering added to the Vulkan Hardware Database
  10. Cleaning up Vulkan Hardware Database Android reports

2024 6

  1. Vulkan 1.4 support for the Vulkan Hardware Capability Viewer and database
  2. Extension detail pages for the Vulkan hardware database
  3. Vulkan Hardware Capability Viewer 3.40 released
  4. GPU hardware databases hit 50,000 reports
  5. Improving filtering for the Vulkan hardware database
  6. Vulkan Hardware Capability Viewer 3.33 released

2023 6

  1. New Vulkan Documentation Site
  2. Vulkan Hardware Capability Viewer 3.32 released
  3. Automatic dark theme toggle for all GPU databases
  4. Vulkan Hardware Capability Viewer 3.29 released
  5. New surface data listings for the Vulkan database
  6. Compute chapter for Vulkan-Tutorial

2022 7

  1. Reworked compare functionality for all GPU databases
  2. Vulkan Hardware Capability Viewer 3.27 released
  3. Vulkan Hardware Capability Viewer 3.26 released
  4. Vulkan Hardware Database gets global API level selection
  5. Vulkan profiles support for the Vulkan Hardware Capability Viewer and database
  6. Vulkan 1.3 support for the Vulkan Hardware Capability Viewer and database
  7. OpenCL Hardware Database at GPUinfo.org

2021 8

  1. Vulkan Hardware Capability Viewer 3.05 released
  2. Vulkanised texture compression talk
  3. Vulkan Hardware Capability Viewer 3.04 released
  4. Vulkan Hardware Database updates
  5. Vulkan Hardware Capability Viewer 3.02 released
  6. Vulkan Hardware Capability Viewer 3.01 released
  7. Vulkan Hardware Capability Viewer now available on iOS
  8. Vulkan Hardware Capability Viewer and Database update 3.0

2020 8

  1. Vulkan hardware database extension feature additions
  2. Vulkan Samples and hardware capability viewer updated to final ray tracing extensions
  3. Vulkan Hardware Capability Viewer - Mac OSX support Device simulation JSON
  4. Vulkan Hardware Capability Viewer 2.21 with support for Vulkan Portability released
  5. Vulkan Hardware Capability Viewer 2.2 released
  6. New Vulkan glTF examples
  7. Vulkan debug utilities sample and tutorial
  8. Vulkan hardware database feature update

2019 14

  1. Vulkan Hardware Capability Viewer 2.03 released
  2. Khronos Vulkan Unified Samples repository is here
  3. Vulkan Hardware Capability Viewer 2.02 released
  4. Vulkan Hardware Capability Viewer 2.01 released
  5. Vulkan Hardware Capability Viewer 2.00 released
  6. Vulkan Hardware Capability Viewer 1.93 released
  7. OpenGL Hardware Capability Viewer 1.2 released
  8. Vulkan examples for ray traced shadows and reflections using VK_NV_ray_tracing
  9. New Vulkan example on raytracing using VK_NV_ray_tracing
  10. Turing shader extensions and Visual Studio 2019 support for SPIR-V Extension
  11. Device based views for the Vulkan hardware database
  12. Flipping the Vulkan viewport
  13. Adding support for glTF meshes without indices
  14. Getting a Vulkan application up and running on a low-spec device with buggy drivers

2018 20

  1. Vulkan Hardware Capability Viewer 1.92 released
  2. Updates to the Vulkan Hardware database and the Hardware Capability Viewer
  3. Vulkan Hardware Capability Viewer 1.9 released
  4. Vulkan Hardware Capability Viewer 1.8 released
  5. Vulkan conditional rendering
  6. Vulkan Hardware Capability Viewer 1.7 released
  7. Vulkan input attachments and sub passes
  8. Multiview rendering in Vulkan using VK_KHR_multiview
  9. OpenGL hardware database overhaul
  10. Vulkan examples
  11. Privacy policy
  12. Vulkan Hardware Capability Viewer 1.6 released
  13. OpenGL ES database ES 3.1 and 3.2 support, capability listing pages
  14. OpenGL ES CapsViewer updated to 0.6
  15. OpenGL ES hardware database overhaul
  16. Vulkan 1.1 is here
  17. Conservative rasterization in Vulkan using VK_EXT_conservative_rasterization
  18. How-to video: Debugging a non-visible model in Vulkan using RenderDoc
  19. Vulkan glTF 2.0 C++ phyiscal based rendering
  20. Vulkan glTF 2.0 C++ physical based rendering

2017 14

  1. New Vulkan example: Cascaded shadow mapping
  2. Vulkan hardware capability viewer
  3. Combined Vulkan and OpenGL ES listing for android
  4. Headless Vulkan examples
  5. How to shrink down a git(hub) repository
  6. Delphi/Pascal OpenGL Header updated to 4.6
  7. The Vulkan Device Simulation Layer
  8. iOS and macOS support added to the Vulkan examples
  9. Vulkan Hardware Capability Viewer 1.4 released
  10. Updates to the Vulkan hardware database
  11. Physically based rendering and moving (hdr) assets out of the repository
  12. Impressum
  13. Visual Studio 2017 support for SPIR-V Extension
  14. Updated Vulkan example binaries

2016 14

  1. Updated Android vkQuake binaries
  2. Vulkan Hardware Capability Viewer 1.2 released
  3. Updated Vulkan example binaries (and vkQuake for Android)
  4. SPIR-V Extension for Visual Studio
  5. SPIR-V Extension for Visual Studio
  6. Vulkan tutorial on rendering a fullscreen quad without buffers
  7. Porting (Vulkan)Quake to Android
  8. New Vulkan example: Indirect drawing
  9. New Vulkan example: Deferred shading and shadows
  10. Updated Vulkan deferred shading example video
  11. Tutorial on using Vulkan's VK_EXT_debug_marker with RenderDoc
  12. Khronos Chapter Munich Vulkan Slides
  13. Vulkan Examples update
  14. Vulkan is here!

2015 13

  1. Vulkan specification complete, release imminent
  2. Vulkan related works
  3. OpenGL ES CapsViewer updated to 0.5
  4. Introducing gpuinfo.org
  5. GPU hardware database landing page
  6. Vulkan from the POV of a hobby 3D developer
  7. Status update
  8. Parallax offset mapping with WebGL
  9. Geometry instancing with WebGL 2
  10. Using OpenGL ES on windows desktops via EGL
  11. glCapsViewer 1.0 beta release
  12. New features and url for the OpenGL hardware database
  13. Going GitHub with gl(ES)CapsViewer

2014 18

  1. 2014 - Final posting
  2. Small update to the Delphi/Pascal OpenGL Header
  3. Javascript repository
  4. Delphi/Pascal OpenGL Header now supports OpenGL 4.5
  5. Soruces for simple OpenGL 2.0 HUD/GUI for android
  6. Android OpenGL ES repository
  7. Enhanced C++ compute shader particle system
  8. Compute shaders for particle systems
  9. GL_ARB_debug_output
  10. Delphi/Pascal OpenGL Header updated and on bitbucket
  11. OpenGL hardware database updated
  12. A note about NVIDIA drivers (on windows) an glCapsViewer
  13. OpenGL ES CapsViewer updated to 0.3
  14. OpenGL ES CapsViewer update to 0.2
  15. OpenGL ES hardware capability viewer
  16. OpenGL ES Caps Viewer available on Playstore
  17. 3D loader for android, first roaming zombies
  18. Zombie infected random dungeon crawling

2013 29

  1. 2013 - Final posting - Dwelling in randomly generated mobile Dungeons
  2. OpenGL ES Hardware Database Preview
  3. From Delphi, Windows, OpenGL and Newton to
  4. New target : Android
  5. Project page for Trugbild
  6. Trugbild
  7. Trugbild finished (PGD 2013 challenge edition)
  8. Trugbild : Almost done
  9. Half-time on "Trugbild"
  10. Setting and progress on "Trugbild"
  11. First screenshots from "Trugbild"
  12. Taking part in the 3rd PGD game challenge
  13. Delphi / Pascal header for OpenGL 4.4
  14. Projekt “W” Phase 2 – New beta release 201 + linux x86_64 support
  15. Going multi-platform, part 6 : Mac OSX
  16. Projekt “W” Phase 2 – New beta release 190
  17. Projekt "W" finally get's it's own theme song
  18. The challenges of a game's sound design
  19. Introducing the AI builder
  20. Projekt “W” Phase 2 - New beta release 170
  21. Implementing the ingame tutorial
  22. Redoing backdrops and tuning globe shaders
  23. Projekt "W" - Phase 2 - First linux release!
  24. Going multi-platform, part 5 : Finishing touches
  25. Going multi-platform, part 4 : First run on a native linux
  26. Going multi-platform, part 3 : First throwback
  27. Going multi-platform, part 2 : First compile and run
  28. Going multi-platform, part 1 : The setup
  29. Agenda for 2013

2012 20

  1. 2012 - Final posting (and a new release)
  2. New Projekt "W" - Phase 2 beta release 121
  3. Using Generics in Delphi
  4. Updating the AI
  5. Projekt "W" - First public "Phase 2" Beta
  6. Finishing the the first public beta
  7. From "Phase 1" to "Phase 2"
  8. Weekend posting
  9. Battlefield terrains (and some technical stuff)
  10. Delphi / Pascal header for OpenGL 4.3
  11. "Phase 2" - Jungle warfare
  12. "Phase 2" - Satus update July 2012
  13. "Phase 2" - Status update June 2012
  14. Dungeon Crawler Demo with Source released
  15. Dungeon Crawler
  16. Projekt "W" - "Phase 2" - New Screenshots
  17. "Phase 2" - Quick status report
  18. glCapsViewer 0.7 released - Proxy support added
  19. glCapsViewer new database features
  20. Newton 2.35 (beta) headers uploaded

2011 21

  1. 2011 - Final posting
  2. Projekt "W" - Phase 2
  3. "Phase 2" - November work-in-progress video
  4. glCapsViewer - Mac OS X version
  5. glCapsViewer 0.5 + SQL database
  6. glCapsViewer - OpenGL capability viewer + online database
  7. OpenGL hardware capability viewer
  8. Color selection, FBOs and traditional render-to-texture
  9. Secret agency and some icons
  10. New toy (HD6850)
  11. The eternal circle of GUI design (and some new screenshots)
  12. Game design : Game modes
  13. Game design : Coastal building spots
  14. "Phase 2" - Eyecandy
  15. Three new newton demos with source
  16. Newton 2.33 (beta) headers uploaded
  17. Japan
  18. Game design : Regional construction queue
  19. Newton SDL developer demos updated (to SDK 2.32)
  20. Game design : Espionage and sabotage
  21. Newton Game Dynamics Engine goes Open-Source

2010 15

  1. 2010 - Final posting
  2. Newton 2.26 (beta) headers uploaded
  3. Projekt "W" on current c't magazine issue
  4. "Phase 2" status update
  5. PlayStation Move
  6. New user interface in motion
  7. "Phase 2" running on Linux (using WINE)
  8. Quick interception
  9. The old GUI is history
  10. Some words about "Phase 2"
  11. Omni-directional lights using cubemap shadows
  12. First dungeon crawler prototype (HD Video)
  13. Random Dungeon Generation
  14. Newton SDL demos updated to 2.16
  15. New staff / transfer market window and more on staff experience

2009 14

  1. Newton header updated (again)
  2. Newton 2.15 (beta) headers uploaded
  3. Status update on "Phase 2"
  4. Delphi OpenGL header translation
  5. New screenshot gallery : WipeOut HD fury (PlayStation 3)
  6. Pascal Gamer Magazine Issue 1
  7. Prototyping nukes (including HD video) - Updated
  8. New tool : Explosion Texture Generator
  9. Explosion Texture Generator
  10. "Phase 2" - Work-in-progress video (HD) and YouTube channel
  11. Progress on "Phase 2", new spy type
  12. Projekt "W" - Releasing betas?
  13. GUI, GUI-Editor and Espionage (along with some sabotage)
  14. Quick update

2008 15

  1. Fallout 3
  2. Promised (Media)update
  3. Big performance jump for "Phase 2"
  4. Quick check-in
  5. Hex battles evolved
  6. 100k visitors and some Projekt "W"
  7. New feature for "Phase 2"
  8. Resuming work on "Phase 2" of Projekt "W"
  9. Guild Wars (and a little break)
  10. Newton tracked tank proof-of-concept demo released
  11. New tracked tank video
  12. Tracked tank with Newton
  13. Some Newton beta-goodness (updated)
  14. Impressions from the battlefield
  15. Skinning of military units finished

2007 46

  1. First new skinned military unit
  2. Projekt "W" - Roadmap for "Phase 2"
  3. More on the manual hex battles
  4. 2000 downloads and more on "Phase 2"
  5. Different UI themes
  6. Projekt "W" battles and some newton tidbits
  7. Aftermath
  8. Projekt "W" - Patch 1.2
  9. Patch 1.2 coming soon, including tutorial
  10. Projekt "W" - Patch 1.1 (UPDATE 1.11)
  11. Projekt "W" - Phase 1 - Hotfix 1.01
  12. Projekt "W" - Phase 1 - Release!
  13. Projekt "W"
  14. Working towards release and littel name-change
  15. Artificial intelligence
  16. Good news for owners of old graphics cards and more on AI
  17. Manual and soundsystem
  18. More playtesting, balancing, bughunting and AI
  19. Transfer market, new cursors, texture compression and more
  20. First playtesting sessions and hardware requirements
  21. On the state of Project "W"
  22. Hotseat mode is in
  23. Endgame screens and top-five
  24. Cast of buildings
  25. Cast of military units
  26. OpenGL demos
  27. Project "W" - New Video
  28. ZornGL Engine
  29. Jagdgeschwader
  30. New page
  31. Newton demos and applications
  32. SDL-Demos (mostly for developers)
  33. NewtonPlayGround
  34. Delphi/Pascal Header
  35. Next stop : Localization
  36. Climbing the Todo-ladder
  37. Even more work on the GUI
  38. GUI flow
  39. More national identity
  40. Working towards the finish
  41. More content and a VFS
  42. Smaller Steps
  43. Translation
  44. More AI, balancing and research tree
  45. Work on AI started
  46. Raging battles

2006 41

  1. Last posting of this year
  2. Next feature almost done
  3. Research feature finished and much coding
  4. Next feature plus some debugging and cheating
  5. More content creation
  6. Full Sail
  7. Regional 3D view updated
  8. Tidbits
  9. New style for the main 3D view
  10. Back on the road again
  11. (OT) What I'm up to
  12. (NPG) Newtonplayground 1.53 released
  13. (NPG) Magnetic objects
  14. (NPG) Final skinned ragdoll video
  15. (NPG) Preparing Newtonplayground 1.53
  16. (OT) New System
  17. Game design again
  18. Coding under the hood
  19. GUI, sciences and stuff
  20. New control center
  21. Staff and Espionage
  22. Buildings
  23. Update
  24. Armies and Units
  25. Ingame Hexfield and more Gamedesign
  26. Some infos about gamedesign
  27. Tools and Content
  28. Animated skinned UI-control
  29. GUI - Coding and some Hex(es)
  30. More on the GUI
  31. Some GUI-Work
  32. Refining the game design
  33. Back again
  34. NewtonPlayGround 1.51
  35. The day(s) after
  36. Newton 1.51 out
  37. Manual : Done
  38. NewtonPlayGround is basically done
  39. Media Update
  40. Bugs here, Bugs there, Bugs are everywhere
  41. Newton 1.5 is finally out

2005 19

  1. Newton's custom joint interface
  2. 1.35 is around the corner
  3. New Newton Beta SDK
  4. Life goes on
  5. Not much happening
  6. It's here
  7. Follow up to the last post (and more)
  8. Switching formats
  9. Porting the NewtonPlayGround
  10. Springtime
  11. Cel Shading
  12. Newton's new Vehicle Container
  13. Different Shadow Techniques
  14. NewtonPlayGround again and Dawn of War Addon
  15. It's walking
  16. What I'm currently working on
  17. Growing up with and shaping up an API
  18. Ageia putting an end to realistic in-game physics
  19. First Entry

2004 2

  1. Bean Machine
  2. Terrorcide - TNSoD

2003 2

  1. Unknown Constellation (Open)GL
  2. Napalm Bomber 3D

2002 1

  1. Terrain Texture Generator

2000 1

  1. Sidus Obscurus