Caporegime
AMD get massive gains using Vulkan, so it's a pretty damn impressive implementation of Vulkan.
Except in The Talos Principle
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AMD get massive gains using Vulkan, so it's a pretty damn impressive implementation of Vulkan.
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.
Doom is using the API to its full potential.
My understanding these other games are ignored because they not true Vulkan API games.
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.
Doom isn't a Native Vulkan game either by your definition - it has both an OpenGL and Vulkan support abstracted away under wrappers.
Least with Doom it was built alongside the game and used to its full potential, other so called Vulkan games are not using it how it should be, reason performance increase is lacking.
ID love OpenGL and Vulkan will have been jumped on by them long time ago Doom is the first truly Vulkan API game.
You do make me chuckle how Doom is the one to use but The Talos Principle isn't, even though they both have Vulkan as a wrapper and neither are native Vulkan. I guess it is only fair use when a certain brand is winning but all good fun
So all of the data presented at the link I gave in a previous post and everything I've measured for myself over the past 10 or more years including several recent AAA games is totally wrong then. Interesting.As to recent games and CPUs, you have got it round the wrong way. They are easy for CPUs to drive as the fps are lower than older games.
Least with Doom it was built alongside the game and used to its full potential, other so called Vulkan games are not using it how it should be, reason performance increase is lacking.
ID love OpenGL and Vulkan will have been jumped on by them long time ago Doom is the first truly Vulkan API game.
No, with Doom they first coded in openGL and then they added Vulkan as a patch.
How do you know Doom is using Vulkan to it full potential? I would hope there are much more optimization to come in the future otherwise it is very disappointing.
Why are other games not using Vulkan as it should be? Can you provide any links to how Vulkan should or shouldn't be used?
I don't care AMD are winning in 1 single game
This whole 'truly' thing strikes me very much as a 'true Scotsman' sort of fallacy. If you're using the Vulkan API, you're using the Vulkan API. This talk about 'wrappers' and whatever nonsense is kind of ridiculous.Least with Doom it was built alongside the game and used to its full potential, other so called Vulkan games are not using it how it should be, reason performance increase is lacking.
ID love OpenGL and Vulkan will have been jumped on by them long time ago Doom is the first truly Vulkan API game.
This whole 'truly' thing strikes me very much as a 'true Scotsman' sort of fallacy. If you're using the Vulkan API, you're using the Vulkan API. This talk about 'wrappers' and whatever nonsense is kind of ridiculous.
Vulkan and DX12 are like any other API in that they can be used to great effect or to poor effect or anywhere in between. At any point on the scale, it is still a 'DX12/Vulkan' title. Just like a DX11 title is still a DX11 title even if uses none of the multi-threaded capabilities it offers. Really, even moreso when it comes to a low level API because there's an entire world of optimization that you can bother with or not bother with depending on your level of experience/talent/resources/time/motivation/etc. Which is again why it's very dangerous to go around making blanket statements about what it means for a game if it's using one of these low level API's.
I'd say that even by your own True Scotsman definition, Doom will probably not be considered a 'true' Vulkan game in 5 years time when DX12/Vulkan have advanced far enough and engines have inherent adaptability with the new API's and there are far better gains to be seen. Or rather, what I expect to happen is not for games to simply be 'DX11 + better performance', but I think the extra capabilities will be used for actual game design advancements. The huge increase in draw calls possible make for game design decisions that simply aren't possible with DX11/OpenGL. But it also requires that DX11/OpenGL be ditched completely. So I think it's quite foolhardy to go around saying that Doom is a 'true' Vulkan game when it's still very much rooted in OpenGL development as a fundamental base.
This whole 'truly' thing strikes me very much as a 'true Scotsman' sort of fallacy. If you're using the Vulkan API, you're using the Vulkan API. This talk about 'wrappers' and whatever nonsense is kind of ridiculous.
Vulkan and DX12 are like any other API in that they can be used to great effect or to poor effect or anywhere in between. At any point on the scale, it is still a 'DX12/Vulkan' title. Just like a DX11 title is still a DX11 title even if uses none of the multi-threaded capabilities it offers. Really, even moreso when it comes to a low level API because there's an entire world of optimization that you can bother with or not bother with depending on your level of experience/talent/resources/time/motivation/etc. Which is again why it's very dangerous to go around making blanket statements about what it means for a game if it's using one of these low level API's.
I'd say that even by your own True Scotsman definition, Doom will probably not be considered a 'true' Vulkan game in 5 years time when DX12/Vulkan have advanced far enough and engines have inherent adaptability with the new API's and there are far better gains to be seen. Or rather, what I expect to happen is not for games to simply be 'DX11 + better performance', but I think the extra capabilities will be used for actual game design advancements. The huge increase in draw calls possible make for game design decisions that simply aren't possible with DX11/OpenGL. But it also requires that DX11/OpenGL be ditched completely. So I think it's quite foolhardy to go around saying that Doom is a 'true' Vulkan game when it's still very much rooted in OpenGL development as a fundamental base.
Read the Q&A above even the developer say they need to code more to get more out the API and gain performance. It's not using Vulkan the same way ID is on DOOM.
ID also need to do more to get more performance out of Vulkan, that is the nature of software development.
None of this makes the Talos Principle results any less relevant than Doom's. They both are useful sources of information as valid as each other.