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    <title>News</title>
    <link>http://www.khronos.org</link>
    <description>News </description>
    <dc:language>en-us</dc:language>
    <dc:creator>jeff@khronosgroup.org</dc:creator>
    <dc:rights>Copyright 2026</dc:rights>
    <dc:date>2026-10-20T23:05:00+00:00</dc:date>
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    <item>
      <title>Khronos Group Welcomes GRENETA as Associate Member</title>
      <link>https://greneta.ai/</link>
      <description>GRENETA is a South Korean deep&#45;tech company developing 3D spatial data infrastructure for Physical AI, robotics, and industrial simulation. Their technology transforms real&#45;world environments into high&#45;fidelity, lightweight 3D assets and scalable spatial datasets, bridging the gap between physical&#45;world capture and AI&#45;driven simulation. At the core of GRENETA&apos;s technology is their proprietary GRENETA Optimizer, which addresses one of the major bottlenecks in large&#45;scale 3D applications: excessive data size, transmission costs, and GPU memory consumption. In selected tests, their technology has achieved up to 99.6% data size reduction while preserving high visual fidelity.Beyond compression, GRENETA is developing an integrated workflow encompassing 3D reconstruction, optimization, format conversion, and spatial data structuring. Their long&#45;term objective is to enable Simulation&#45;Ready and Robot&#45;Ready 3D datasets, incorporating object&#45;level semantics, spatial relationships, and physics&#45;relevant attributes for Physical AI applications. GRENETA&apos;s vision is to make real&#45;world 3D environments computationally efficient, accessible, and usable as foundational spatial data for the next generation of Physical AI.</description>
      <dc:subject>API, Khronos General,</dc:subject>
      <content:encoded><![CDATA[<p>GRENETA is a South Korean deep-tech company developing 3D spatial data infrastructure for Physical AI, robotics, and industrial simulation. Their technology transforms real-world environments into high-fidelity, lightweight 3D assets and scalable spatial datasets, bridging the gap between physical-world capture and AI-driven simulation. At the core of GRENETA's technology is their proprietary GRENETA Optimizer, which addresses one of the major bottlenecks in large-scale 3D applications: excessive data size, transmission costs, and GPU memory consumption. In selected tests, their technology has achieved up to 99.6% data size reduction while preserving high visual fidelity.<br><br>Beyond compression, GRENETA is developing an integrated workflow encompassing 3D reconstruction, optimization, format conversion, and spatial data structuring. Their long-term objective is to enable Simulation-Ready and Robot-Ready 3D datasets, incorporating object-level semantics, spatial relationships, and physics-relevant attributes for Physical AI applications. GRENETA's vision is to make real-world 3D environments computationally efficient, accessible, and usable as foundational spatial data for the next generation of Physical AI.</p>]]></content:encoded>
      <dc:date>2026-10-20T23:05:00+00:00</dc:date>
    </item>

    <item>
      <title>OpenXR Spatial Containers bring a cross-platform spatial windowing API to XR</title>
      <link>https://www.khronos.org/blog/openxr&#45;spatial&#45;containers</link>
      <description>The Khronos OpenXR Working Group has released a new set of extensions that establish an open, cross&#45;platform API for spatial windowing systems.&amp;nbsp;The extensions introduce &quot;spatial containers&quot; to OpenXR, which are system&#45;managed spaces in which applications can display XR content, similar to how traditional applications draw 2D content within windows on a desktop. Spatial containers give developers a standardized way to create applications that can move between immersive experiences and multitasking with the real world or other apps across compatible XR platforms.</description>
      <dc:subject>API, OpenXR,</dc:subject>
      <content:encoded><![CDATA[<p>The Khronos OpenXR Working Group has released a new set of extensions that establish an open, cross-platform API for spatial windowing systems.&nbsp;The extensions introduce "spatial containers" to OpenXR, which are system-managed spaces in which applications can display XR content, similar to how traditional applications draw 2D content within windows on a desktop. Spatial containers give developers a standardized way to create applications that can move between immersive experiences and multitasking with the real world or other apps across compatible XR platforms.</p>]]></content:encoded>
      <dc:date>2026-10-14T23:19:00+00:00</dc:date>
    </item>

    <item>
      <title>NOCL Making Progress as Mesa Gallium/OpenCL atop NVIDIA CUDA</title>
      <link>https://www.phoronix.com/news/NOCL&#45;OpenCL&#45;CUDA</link>
      <description>MESA&amp;nbsp;In development the past year has been the Mesa Gallium3D API implemented atop NVIDIA&apos;s CUDA driver API. Initially named &quot;CLUDA&quot; and now going by &quot;NOCL&quot;, this Mesa code paired with Rusticl is working well for OpenCL atop the NVIDIA proprietary driver as a new compute option.</description>
      <dc:subject>API, OpenCL,</dc:subject>
      <content:encoded><![CDATA[<p>MESA&nbsp;In development the past year has been the Mesa Gallium3D API implemented atop NVIDIA's CUDA driver API. Initially named "CLUDA" and now going by "NOCL", this Mesa code paired with Rusticl is working well for OpenCL atop the NVIDIA proprietary driver as a new compute option.</p>]]></content:encoded>
      <dc:date>2026-10-07T21:25:00+00:00</dc:date>
    </item>

    <item>
      <title>KosmicKrisp Achieves Vulkan 1.4 Conformance on Apple Silicon</title>
      <link>https://www.lunarg.com/kosmickrisp&#45;achieves&#45;vulkan&#45;1&#45;4&#45;conformance&#45;on&#45;apple&#45;silicon/</link>
      <description>KosmicKrisp, LunarG’s Mesa Vulkan driver for Apple silicon, has passed the Vulkan 1.4 Conformance Test Suite (CTS) and is now a Khronos&#45;conformant Vulkan 1.4 implementation. The Vulkan 1.4&#45;conformant version of KosmicKrisp is available for download via the Vulkan SDK.KosmicKrisp was already a Khronos&#45;conformant Vulkan 1.3 product. Vulkan 1.4 conformance is the next step in advancing support for Vulkan on macOS. In addition to reaching 1.4 conformance, substantial support for non&#45;core extensions and features has been added, including Tesselation, Robustness2, and Multi&#45;draw. KosmicKrisp is implemented as a Mesa driver, shipped in the LunarG Vulkan SDK, and exercised in LunarG’s CI. Performance of KosmicKrisp has tripled since it achieved Vulkan 1.3 conformance, and optimization work continues to be a high priority.</description>
      <dc:subject>API, Vulkan,</dc:subject>
      <content:encoded><![CDATA[<p>KosmicKrisp, LunarG’s Mesa Vulkan driver for Apple silicon, has passed the Vulkan 1.4 Conformance Test Suite (CTS) and is now a Khronos-conformant Vulkan 1.4 implementation. The Vulkan 1.4-conformant version of KosmicKrisp is available for download via the <a href="https://vulkan.lunarg.com/">Vulkan SDK</a>.<br><br>KosmicKrisp was already a Khronos-conformant Vulkan 1.3 product. Vulkan 1.4 conformance is the next step in advancing support for Vulkan on macOS. In addition to reaching 1.4 conformance, substantial support for non-core extensions and features has been added, including Tesselation, Robustness2, and Multi-draw. KosmicKrisp is implemented as a Mesa driver, shipped in the LunarG Vulkan SDK, and exercised in LunarG’s CI. Performance of KosmicKrisp has tripled since it achieved Vulkan 1.3 conformance, and optimization work continues to be a high priority.</p>]]></content:encoded>
      <dc:date>2026-10-01T18:22:00+00:00</dc:date>
    </item>

    <item>
      <title>OpenCL 3.1.2 Specification Released</title>
      <link>https://www.phoronix.com/news/OpenCL&#45;3.1.2&#45;Released</link>
      <description>The OpenCL Working Group has published the OpenCL 3.1.2 specifications, finalizing the cl_khr_command_buffer extension alongside bug fixes and clarifications. Command buffers let applications record a sequence of commands once and replay it repeatedly, reducing CPU overhead and giving drivers opportunities to optimize across the entire sequence. This benefits workloads with repeated execution patterns, including AI inference. The specifications are available in the OpenCL Registry.</description>
      <dc:subject>API, OpenCL,</dc:subject>
      <content:encoded><![CDATA[<p>
    The OpenCL Working Group has published the OpenCL 3.1.2 specifications, finalizing the <code>cl_khr_command_buffer</code> extension alongside bug fixes and clarifications. Command buffers let applications record a sequence of commands once and replay it repeatedly, reducing CPU overhead and giving drivers opportunities to optimize across the entire sequence. This benefits workloads with repeated execution patterns, including AI inference. The specifications are available in the <a href="https://registry.khronos.org/OpenCL/">OpenCL Registry</a>.
</p>]]></content:encoded>
      <dc:date>2026-09-18T21:37:00+00:00</dc:date>
    </item>

    <item>
      <title>Leadwerks 5.2 Embraces OpenXR for Universal VR Hardware Support</title>
      <link>https://www.leadwerks.com/community/blogs/entry/2901&#45;leadwerks&#45;52&#45;launches&#45;with&#45;openxr&#45;support&#45;and&#45;enhanced&#45;vr&#45;capabilities/</link>
      <description>Leadwerks Game Engine 5.2 has been released, delivering a massive upgrade to its virtual reality capabilities with a new backend built on the OpenXR standard. By leveraging Khronos Group’s royalty&#45;free, open standard, Leadwerks ensures native compatibility with virtually all VR hardware on the market today, including Valve’s new Steam Frame headset.
Many new enhancements for VR have been added including hand and finger animation, high&#45;fidelity physics powered by Newton Dynamics, low&#45;latency hand attachments, and built&#45;in VR locomotion options.
With universal OpenXR integration and its high&#45;fidelity physics system, Leadwerks 5.2 is uniquely positioned as a versatile platform for both indie VR game developers and professional simulation creators, spanning industries from entertainment to aerospace and defense.</description>
      <dc:subject>API, OpenXR,</dc:subject>
      <content:encoded><![CDATA[<p>Leadwerks Game Engine 5.2 has been released, delivering a massive upgrade to its virtual reality capabilities with a new backend built on the OpenXR standard. By leveraging Khronos Group’s royalty-free, open standard, Leadwerks ensures native compatibility with virtually all VR hardware on the market today, including Valve’s new Steam Frame headset.</p>
<p>Many new enhancements for VR have been added including hand and finger animation, high-fidelity physics powered by Newton Dynamics, low-latency hand attachments, and built-in VR locomotion options.</p>
<p>With universal OpenXR integration and its high-fidelity physics system, Leadwerks 5.2 is uniquely positioned as a versatile platform for both indie VR game developers and professional simulation creators, spanning industries from entertainment to aerospace and defense.</p>]]></content:encoded>
      <dc:date>2026-09-16T16:40:00+00:00</dc:date>
    </item>

    <item>
      <title>The Khronos Group Establishes European Entity</title>
      <link>https://www.khronos.org/news/press/the&#45;khronos&#45;group&#45;establishes&#45;european&#45;entity</link>
      <description>The Khronos Group announced the establishment of Khronos AISBL, an international non&#45;profit association headquartered in Brussels, Belgium. Khronos AISBL operates under the governance of The Khronos Group Inc.; membership, IP framework, and specification processes are unchanged. This new entity enables European organizations to include Khronos as a formal project partner in major EU&#45;funded research and innovation programs.</description>
      <dc:subject>API, Khronos General,</dc:subject>
      <content:encoded><![CDATA[<p>The Khronos Group announced the establishment of Khronos AISBL, an international non-profit association headquartered in Brussels, Belgium. Khronos AISBL operates under the governance of The Khronos Group Inc.; membership, IP framework, and specification processes are unchanged. This new entity enables European organizations to include Khronos as a formal project partner in major EU-funded research and innovation programs. <br>    </p>]]></content:encoded>
      <dc:date>2026-09-15T14:03:00+00:00</dc:date>
    </item>

    <item>
      <title>Khronos Issues RFP for OpenCL SDK Maintenance</title>
      <link>https://www.khronos.org/rfp/opencl&#45;sdk&#45;maintenance&#45;2026</link>
      <description>The Khronos Group has issued an RFP for the OpenCL&amp;nbsp;SDK&amp;nbsp;maintenance.&amp;nbsp;The OpenCL SDK is the Khronos&#45;maintained open source collection of OpenCL samples, utility libraries, language bindings, continuous integration (CI) infrastructure, and the OpenCL Guide. It is hosted on GitHub and maintained by the OpenCL Working Group. The goal of this project is to address identified bugs and issues in the SDK and to improve its&amp;nbsp;functionality and usability.</description>
      <dc:subject>API, OpenCL,</dc:subject>
      <content:encoded><![CDATA[<p>The Khronos Group has issued an RFP for the OpenCL&nbsp;SDK&nbsp;maintenance.&nbsp;The OpenCL SDK is the Khronos-maintained open source collection of OpenCL samples, utility libraries, language bindings, continuous integration (CI) infrastructure, and the OpenCL Guide. It is hosted on GitHub and maintained by the OpenCL Working Group. The goal of this project is to address identified bugs and issues in the SDK and to improve its&nbsp;functionality and usability.</p>]]></content:encoded>
      <dc:date>2026-09-14T17:53:00+00:00</dc:date>
    </item>

    <item>
      <title>The Future of Graphics: Khronos Group Interview (video)</title>
      <link>https://www.youtube.com/watch?v=HLIHnG_cYkk</link>
      <description>RedGamingTech&apos;s Paul Eccleston sits down for this interview with Khronos Group President, Neil Trevett. They discuss a range of topics including&amp;nbsp;Vulkan and the addition of Descriptor Heaps (which will be the new standard rather than the binding model), what the industry have decided around Work Graphs and work lists (especially because DX12 is pushing away from Work Graphs), Neural Rendering. Neural texture compression, RTX Mega Geometry, neural materials and how the rendering pipeline may change in the long term, including how APIs will evolve for both graphics and other technologies as hardware becomes more powerful and AI models handle more of the workloads in games.Other subjects include SLANG, Neural rendering and AI, glTF and OpenXR. While Virtual Reality hasn&apos;t been embraced so quickly by gamers, VR and Augmented Reality has its place in many other fields, and so technology such as OpenXR is going to be increasingly important.</description>
      <dc:subject>API, Khronos General,</dc:subject>
      <content:encoded><![CDATA[<p>RedGamingTech's Paul Eccleston sits down for this interview with Khronos Group President, Neil Trevett. They discuss a range of topics including&nbsp;<span dir="auto"><span dir="auto">Vulkan and the addition of Descriptor Heaps (which will be the new standard rather than the binding model), what the industry have decided around Work Graphs and work lists (especially because DX12 is pushing away from Work Graphs), Neural Rendering. <br><br>Neural texture compression, RTX Mega Geometry, neural materials and how the rendering pipeline may change in the long term, including how APIs will evolve for both graphics and other technologies as hardware becomes more powerful and AI models handle more of the workloads in games.<br><br>Other subjects include SLANG, Neural rendering and AI, glTF and OpenXR. While Virtual Reality hasn't been embraced so quickly by gamers, VR and Augmented Reality has its place in many other fields, and so technology such as OpenXR is going to be increasingly important.</span></span></p>]]></content:encoded>
      <dc:date>2026-09-09T22:21:00+00:00</dc:date>
    </item>

    <item>
      <title>NVIDIA 615.71.09 Linux Driver Features Vulkan Improvements</title>
      <link>https://www.nvidia.com/en&#45;us/drivers/details/278450/</link>
      <description>NVIDIA has added support for VK_NV_low_latency revision 2, to enable out&#45;of&#45;the&#45;box Proton support for NVIDIA Reflex in Vulkan&#45;native games. In addition:&amp;nbsp;


Fixed a bug which prevented VK_NV_low_latency2 from reducing latency on swapchains created from VK_KHR_wayland_surface and VK_KHR_display surfaces.
Fixed multiple startup and alt&#45;tab hangs that occurred with NVIDIA Smooth Motion enabled.
Fixed a bug that caused a file descriptor leak when the Vulkan loader unloads libGLX_nvidia.so.0 after a call to vkDestroyInstance.
Added support for the VK_EXT_cluster_acceleration_structure Vulkan extension.</description>
      <dc:subject></dc:subject>
      <content:encoded><![CDATA[<p>
    NVIDIA has added support for VK_NV_low_latency revision 2, to enable out-of-the-box Proton support for NVIDIA Reflex in Vulkan-native games. In addition:&nbsp;<br>
</p>
<ul>
<li>Fixed a bug which prevented VK_NV_low_latency2 from reducing latency on swapchains created from VK_KHR_wayland_surface and VK_KHR_display surfaces.</li>
<li>Fixed multiple startup and alt-tab hangs that occurred with NVIDIA Smooth Motion enabled.</li>
<li>Fixed a bug that caused a file descriptor leak when the Vulkan loader unloads libGLX_nvidia.so.0 after a call to vkDestroyInstance.</li>
<li>Added support for the VK_EXT_cluster_acceleration_structure Vulkan extension.</li>
</ul>]]></content:encoded>
      <dc:date>2026-09-09T21:40:00+00:00</dc:date>
    </item>

    
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