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Yes Kepler are really murdered in Vulkan.
Kepler isn't running right at all - most people seem to have forced V-Sync with 780 series and Vulkan in Doom regardless of whether you turn it off or not - for some reason a few people don't though :S
If you look at my screenshots in one of the other threads my 780GHZ on out the box clocks is running 1.5% behind a RX480 in Open GL but drops back around 25-30% when Vulkan is enabled from its Open GL results never mind the 480.
EDIT:
The 369.81 drives bumped the Vulkan performance up a bit but it is still way down on Open GL never mind gains.
Very nice and interesting. Even Kepler is shining on Vulkan.
Vulkan> DX12.
LOL that isn't Kepler with performance
780 is end two on right
My bad. I am really high to night.
There are actual 2 games out there using Vulkan, The Talos Principle is seemingly ignored by fans of certain hardware brands.
Are the results weird? yes, by no means if this going to be representative of every Vulkan game but then neither is Doom. It is very clear that different GPU architectures respond to different API in very different ways and it is impossible to draw any good conclusions from a very small sample size.
engine design for Vulkan is basically consited of three major parts:\
1)
Port. Make it work as fast as possible just by wrapping current engine design around Vulkan. Avoid all pitfalls and bottlenecks. This is what we did by now and released as patch for Talos.
2)
Use Vulkan for multi-threaded rendering. Our engine is designed really well for multi-threaded rendering, but we have only our wrapper for it - calls to graphics API (like Vulkan) are not multi-threaded. Yet.
That being said, this is the next step what we'll do. And probably release that also as patch for Talos. I tried to do that with Direct3D 11 long time ago (support for its deffered contexts), but it was too much pain and too little or even no gain. That's just one of reasons why we decided to stick with our own approach for MT renderer for that long. :/
3)
Redesign engine for Vulkan. This is the biggest step and can be split in two:
Talos is mostly ignored by reviewers as well because it uses a Vulkan Wrapper. Just like Linux reviewers mostly ignore games that use DX11 wrappers, instead of running natively in OpenGL/Vulkan. It's not comparable to native versions.
This is not true. It's proper Vulkan renderer, but it's a WIP still.Talos is mostly ignored by reviewers as well because it uses a Vulkan Wrapper. Just like Linux reviewers mostly ignore games that use DX11 wrappers, instead of running natively in OpenGL/Vulkan. It's not comparable to native versions.
http://steamcommunity.com/app/257510/discussions/0/412447331651559970/?ctp=2#c412447331651997070
All game engines use a wrapper around the graphics API, especially any engine that lets you test 2 or more APIs together like DX11 and DX12.
Whatever the case, they are using a proper Vulkan renderer.Rubbish, any port of a game and engine that uses a Wrapper is significantly worse than a native port.
Many multi-api engines have native support for both and do not use wrappers which greatly impact performance in some cases; along with bringing in compatibility issues.
The DOTA OSX wrapper from DX to OpenGL was significantly worse performance wise than the later multi-api native version released by Valve. It's the case for many.
There are actual 2 games out there using Vulkan, The Talos Principle is seemingly ignored by fans of certain hardware brands.
The 1060 averages 119.6FPS at 1080 with Vulkan, the RX480 averages 68.9 FPS, making the 1060 a whopping 74% faster than the 480.
Are the results weird? yes, by no means if this going to be representative of every Vulkan game but then neither is Doom. It is very clear that different GPU architectures respond to different API in very different ways and it is impossible to draw any good conclusions from a very small sample size.
Whatever the case, they are using a proper Vulkan renderer.
engine design for Vulkan is basically consited of three major parts:\
1)
Port. Make it work as fast as possible just by wrapping current engine design around Vulkan. Avoid all pitfalls and bottlenecks. This is what we did by now and released as patch for Talos
My understanding these other games are ignored because they not true Vulkan API games.
Simply because AMD is not winning in it just like 99% of other PC games ,which people ignore.
Wrapping engine design around Vulkan is not the same thing as what you're saying.You say that, but the source I linked clearly states they're using a wrapper. I have not been able to find anything newer stating otherwise. Since then they haven't made any new statements in regards to a native API version, as they're apparently still redesigning the engine for it.
It's got nothing to do with anyone winning.. It's not a native Vulkan API game. So therefore it can't be compared to how well the api can perform.
Oddly enough, Doom isn't a native Vulkan game and is an OGL game
Oddly enough, Doom isn't a native Vulkan game and is an OGL game