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Doom Vulkan with different CPUs

Soldato
Joined
30 Mar 2010
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Under The Stairs!
Yes Kepler are really murdered in Vulkan.

Not just Kepler, everything out with the higher classed 1080/980Ti, AMD is faster, considerably so.

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:

ZqbTXS1.jpg
The 369.81 drives bumped the Vulkan performance up a bit but it is still way down on Open GL never mind gains.

Yes, saw you mentioning it a few times now, not good enough tbh and hope Nv/devs sort it out.
 
Associate
Joined
1 Jan 2012
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279
I've noticed some decent gains with Vulkan in Doom probably because of my CPU not being that fast. It basically sits at 144 FPS at 1080p (G-Sync) whereas in OpenGL it drops below 100.
 
Caporegime
OP
Joined
18 Oct 2002
Posts
32,618
There are actual 2 games out there using Vulkan, The Talos Principle is seemingly ignored by fans of certain hardware brands.

talosPrinciple.png


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.
 
Soldato
Joined
13 Mar 2008
Posts
9,638
Location
Ireland
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.

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
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:
 
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Caporegime
OP
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Posts
32,618
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.

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.
 
Soldato
Joined
7 Aug 2013
Posts
3,510
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
This is not true. It's proper Vulkan renderer, but it's a WIP still.

But then so is Doom's.

Talos dev even talked about how Talos DX11 originally didn't perform any better than in DX9, but performance improvements came over time as they worked on it. He said he expects(hopes) for similar with Vulkan, but it will definitely take time as it's more difficult than DX11 having to do many things manually that drivers used to handle.

Either way, point is that Vulkan is not some 'automatic' booster, especially for any particular cards. What people saw with Doom is not necessarily going to be representative of other games using it. Especially ones coming from DirectX and not OpenGL.

We've also yet to see how much more things change with Doom.
 
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Soldato
Joined
13 Mar 2008
Posts
9,638
Location
Ireland
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.

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.
 
Soldato
Joined
7 Aug 2013
Posts
3,510
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.
Whatever the case, they are using a proper Vulkan renderer.
 
Soldato
Joined
25 Nov 2011
Posts
20,641
Location
The KOP
There are actual 2 games out there using Vulkan, The Talos Principle is seemingly ignored by fans of certain hardware brands.

talosPrinciple.png


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.

My understanding these other games are ignored because they not true Vulkan API games.
 
Soldato
Joined
13 Mar 2008
Posts
9,638
Location
Ireland
Whatever the case, they are using a proper Vulkan renderer.

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.

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
 
Soldato
Joined
7 Aug 2013
Posts
3,510
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.
Wrapping engine design around Vulkan is not the same thing as what you're saying.

They're just saying that the first goal was to get Vulkan working with their engine.

It is genuine Vulkan API, they just aren't using it as effectively as they could just yet.
 
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Soldato
Joined
25 Nov 2011
Posts
20,641
Location
The KOP
Oddly enough, Doom isn't a native Vulkan game and is an OGL game ;)

True to some degree. But least Doom is using the API to its full potential.

What we all need is new games built from the ground up using only Vulkan and DirectX12 that will be when we can fully see what Devs can do with these low level APIs.

FORZA 6 Apex is truly breathtaking and shows what DirectX12 can do.
 
Soldato
Joined
31 Oct 2002
Posts
9,910
Oddly enough, Doom isn't a native Vulkan game and is an OGL game ;)

AMD get massive gains using Vulkan, so it's a pretty damn impressive implementation of Vulkan.

NVIDIA as always don't really need DX12/Vulkan to provide fantastic performance, as their DX11 drivers are words ahead of AMD's.
 
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