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***The Official Vulkan API Thread***

Oh Shanks.

Go install SteamOS, and have a look at how your games library looks (Moreso the more "modern" games, I mean Borderlands 2 is in that list, Witcher 2. Those games are years old by now!), also, they're not using Vulkan. They're using OpenGL (I infact played FM15 on SteamOS on my Ultrabook ages ago, or was it FM14 on SteamOS, who knows). Some of them *may* use Vulkan (Those which are "coming" to SteamOS).
But SteamOS games don't look strong at all, only someone who's never used it would say that.

There are obvious some positive titles there, Batman Arkham Knight, Witcher 3 etc, they're unreleased titles with genuine Multi platform support on the PC. Which is only a positive thing (As long as that doesn't impact the game on a whole ; taking more time to get it working rather than making a better game)

What makes you think I never used it?? Tbh I have and really hope it takes off.

Maybe Batman or Witcher 3 could be first Vulcan enabled games then.
 
What makes you think I never used it?? Tbh I have and really hope it takes off.

What you said made no sense from the point of view of someone who's used it. So that's why I don't think you've used it.

Either that or you've used it, had no interest at all following its development, and you're only piping up because of AMD's whole involvement with Kronos, add a bit of shanking in that and there we go.

And I hope it takes off, but it's already like 16 months on, I was pessimistic then, and I'm just as pessimistic now.
 
I used SteamOS for a little while, but it was pretty dire.
A large amount of my games don't work in SteamOS and those that do don't run as well as they do in Windows.

Really not impressed by SteamOS so far and I doubt Vulkan will do anything to change that any time soon.
 
What you said made no sense from the point of view of someone who's used it. So that's why I don't think you've used it.

Either that or you've used it, had no interest at all following its development, and you're only piping up because of AMD's whole involvement with Kronos, add a bit of shanking in that and there we go.

And I hope it takes off, but it's already like 16 months on, I was pessimistic then, and I'm just as pessimistic now.

I used it on my brothers PC, I will agree with you I never followed its development. But that dont mean I not been interested in it.. AM sure if you care so much you can dig out posts n here where am very happy about this OS before we even knew anything about Vulcan..

I been sitting on the fence keeping an eye on SteamOS!
 
You do know its released don't you? So when it was in development I didn't follow anything from it.. Since its released is when I have been keeping an eye on it.

Erm.

I don't know what you mean.

I don't think you actually "get" it.

It got announced, and then "launched" (It "launched" as a private thing, then opened up like 2 months later, there wasn't anything to "follow" before that). It's *still* in development.....

Oh God, I really am being Shanked.
 
Erm.

I don't know what you mean.

I don't think you actually "get" it.

It got announced, and then "launched" (It "launched" as a private thing, then opened up like 2 months later, there wasn't anything to "follow" before that). It's *still* in development.....

Oh God, I really am being Shanked.

Ok!

Well I do know they was a time when it was announced and the public couldn't use it.. I didn't follow anything until it was released and this was when I first read more into it watched Videos etc before using it couple weeks back.

Anyways lets not drags this thread into a back and forth..
 
AMD’s Mantle Lives On In Vulkan – Lays The Foundation For The Next OpenGL Read more: http://wccftech.com/mantle-lives-v

OP updated!

The Khronos Group has chosen the best and brightest parts of AMD’s Mantle to serve as the foundation for “Vulkan,” the next OpenGL. This revelation came via an announcement by AMD and Khronos just recently. Mantle 1.0 is far from dead and will in fact live on and form the foundation of the next chapter of the latest cross-vendor OpenGL graphics API dubbed Vulkan.

The vision for Mantle from the get go was to develop a leading edge graphics API that pushes the entire industry forward. Thus it had to succeed not only in surpassing other APIs in performance but it also meant that it had to be open. AMD quickly succeeded in achieving the first goal and now the second goal has finally been met and even superseded by something much more remarkable.
AMD’s Mantle Lives On In Vulkan – Lays The Foundation For The Next OpenGL
The benefits of Mantle 1.0 can now be enjoyed cross-vendor, across all hardware and operating systems. This includes hardware from AMD, Nvidia, Intel and even mobile players such as ARM and Qualcomm. It also means that the benefits of Mantle 1.0 can now extend to other operating systems beyond Windows such as Linux through Vulkan.
The reduced rendering latency, reduced GPU power consumption, improved utilization of multi-core CPUs, and advanced multi-GPU features like split-frame rendering advents of Mantle 1.0 have all made their way to Vulkan through close collaboration between AMD and the Khronos group.

AMD goes on to state that :
“Open” and “flexible” technologies are an essential piece of AMD’s DNA, and we have a long history in supporting those ideals. Our co-development of the Vulkan API through contributions like Mantle is another chapter in that open technology tale for AMD, an exciting evolution of Mantle, and a big step forward for PC gamers alike.
AMD states in its recent announcement that this development speaks to the company’s aspiration for Mantle to become an industry-standard graphics API. It’s easy to see now why AMD had outright said two days ago to developers who were interested in Mantle 1.0 functionality to use DX12 and Vulkan instead.
The lead graphics engineer behind Civilization Joshua Barczak and the lead architect for the Frosbite engine, Johan Andersson both made an astute observation about the name Vulkan.

Read more: http://wccftech.com/mantle-lives-vulkan-wip/#ixzz3TSh9SWCt
 
This is significantly more than I was expecting. I thought it'd pretty much just be Mantle renamed .. but they're doing some pretty interesting stuff.

Really hope that Valve's first party titles use it exclusively.
 
OP updated!

The Khronos Group has chosen the best and brightest parts of AMD’s Mantle to serve as the foundation for “Vulkan,” the next OpenGL. This revelation came via an announcement by AMD and Khronos just recently. Mantle 1.0 is far from dead and will in fact live on and form the foundation of the next chapter of the latest cross-vendor OpenGL graphics API dubbed Vulkan.

The vision for Mantle from the get go was to develop a leading edge graphics API that pushes the entire industry forward. Thus it had to succeed not only in surpassing other APIs in performance but it also meant that it had to be open. AMD quickly succeeded in achieving the first goal and now the second goal has finally been met and even superseded by something much more remarkable.
AMD’s Mantle Lives On In Vulkan – Lays The Foundation For The Next OpenGL
The benefits of Mantle 1.0 can now be enjoyed cross-vendor, across all hardware and operating systems. This includes hardware from AMD, Nvidia, Intel and even mobile players such as ARM and Qualcomm. It also means that the benefits of Mantle 1.0 can now extend to other operating systems beyond Windows such as Linux through Vulkan.
The reduced rendering latency, reduced GPU power consumption, improved utilization of multi-core CPUs, and advanced multi-GPU features like split-frame rendering advents of Mantle 1.0 have all made their way to Vulkan through close collaboration between AMD and the Khronos group.

AMD goes on to state that :
“Open” and “flexible” technologies are an essential piece of AMD’s DNA, and we have a long history in supporting those ideals. Our co-development of the Vulkan API through contributions like Mantle is another chapter in that open technology tale for AMD, an exciting evolution of Mantle, and a big step forward for PC gamers alike.
AMD states in its recent announcement that this development speaks to the company’s aspiration for Mantle to become an industry-standard graphics API. It’s easy to see now why AMD had outright said two days ago to developers who were interested in Mantle 1.0 functionality to use DX12 and Vulkan instead.
The lead graphics engineer behind Civilization Joshua Barczak and the lead architect for the Frosbite engine, Johan Andersson both made an astute observation about the name Vulkan.

Read more: http://wccftech.com/mantle-lives-vulkan-wip/#ixzz3TSh9SWCt

The proof is in the pudding as they say. :cool:

Also

However Robert Hallock, AMD’s head of global technical marketing at AMD made it clear that Vulkan only represents one of multiple outcomes of the API’s evolution. We will get to explore and discover all the other future avenues that AMD has planned for Mantle tomorrow, as they’re announced during the company’s next keynote at GDC.
 
Might be more supported cards etc but that shows a bit of backward compatibility

Only if the vendors create Volkan drivers for old CPUs.

that is just a list of hardware that would be capable of running the APi,whether that will happen remains o be seen.
 
Some interesting bits from an upcoming Stardock game, the first to use its Nitrous engine i believe too

http://www.ashesofthesingularity.com/

Also Brad's GDC Day 1 Recap from the forums, interesting read http://forums.ashesofthesingularity.com/462192

Game comparison Dx11 v Dx12, https://www.youtube.com/watch?v=wCjehquy6JE

What platforms will Ashes of the Singularity be on?
Windows PC for now, but we are entirely confident that we’ll release Ashes on MacOS, SteamOS, and Linux. Oxide Games is part of the Khronos group, which is developing the next-gen Vulkan graphics API that should be the API of choice on those platforms. This gives us great confidence in getting Ashes and Nitrous running on those platforms in the not-too-distant future.

What are the system requirements for Ashes of the Singularity?
We don’t have a formal list quite yet, but you’ll probably want a quad-core CPU (we care more about cores than clock speed) and a graphics card that isn’t ancient.

Most gamers have the necessary hardware to run Ashes. A DirectX 11, 64-bit system should do it. A DirectX 12-capable system will allow players to turn on the high-fidelity features.
 
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