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CryEngine to Support Vulkan This November, DX12 Multi-GPU Next February

Soldato
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Game developer CryTek is planning to implement Vulkan API support for its in-house game-engine, CryEngine. To be released in November 2016 as CryEngine 5.3, CryTek will implement Vulkan across platforms, including PC (Windows desktop/notebook), and mobile (smartphones, tablets). The decision to implement Vulkan could have been fueled by Google's decision to make Vulkan the primary 3D graphics API of Android.

CryTek will also expand its support for DirectX 12, which it implemented in March 2016. With CryEngine 5.4, scheduled to be released in February 2017, along the sidelines of the Game Developers Conference (GDC), CryTek is introducing support for DirectX 12 native multi-GPU; deferred shading in sandboxed viewports, and multi-threaded rendering in sandbox.

https://www.techpowerup.com/225813/...an-this-november-dx12-multi-gpu-next-february
 
Cryengine Roadmap...

https://www.cryengine.com/roadmap

dgzd.jpg
 
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It appears that Vulcan benefits AMD more than Nvidia see link below, is this due to async?. If Volta has a proper implementation of hardware async, would the results than be more similar across the board?

http://www.pcgamesn.com/doom-vulkan-benchmarks
Doom is just one game.

It is also originally an OpenGL game, not DX11, which holds back AMD cards more than it does Nvidia ones.

Vulkan's benefits will be on a per-implementation basis, just like DX12.
 
Good news, the only down side is how long it takes for games to be developed and if Vulkan is only just being added for the 5.3 November release, how long will it be before we see any decent games using it.
For example Doom was first announced in 2008, then cancelled, but development completely restarted in 2011. The game as we now know it was first shown in 2014.

Not a good example, but it does give the idea that games can take a long time to get right.
By contrast Dice revealed that they were working on an unannounced game in June 2015, that game turned out to be Battlefield one.

So a couple of years from now we might get some decent Vulkan games and DX12 games.

That thought kinda puts the whole GPU future proofing discussion in a different light.
 
It appears that Vulcan benefits AMD more than Nvidia see link below, is this due to async?. If Volta has a proper implementation of hardware async, would the results than be more similar across the board?

http://www.pcgamesn.com/doom-vulkan-benchmarks

It is A-Synchronous shading, yes.

Given all consoles run AMD hardware at the base level most games will be developed with such technology to get the most out of the hardware.

So yes looking ahead i think we may see a lot more of it.

As for Volta. A-Synchronous shading is AMD IP, depending on the specifics of that IP Nvidia may never have it unless AMD say so.
 
####### no idea :p

Imposters in rendering are usually used for 1 of 2 different techniques both related to performance - either "off screen" fakes used to speed up or fake up lighting techniques or low detail (i.e. billboard) variants of a mesh used when the viewer ostensibly can't tell the difference visually.
 
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Ah.... got it ^^^^ thank you :)

Good news, the only down side is how long it takes for games to be developed and if Vulkan is only just being added for the 5.3 November release, how long will it be before we see any decent games using it.
For example Doom was first announced in 2008, then cancelled, but development completely restarted in 2011. The game as we now know it was first shown in 2014.

Not a good example, but it does give the idea that games can take a long time to get right.
By contrast Dice revealed that they were working on an unannounced game in June 2015, that game turned out to be Battlefield one.

So a couple of years from now we might get some decent Vulkan games and DX12 games.

That thought kinda puts the whole GPU future proofing discussion in a different light.

I'm still managing to port my projects, which was started on 3.5.6, ported all the way through 3.6.# - 3.7.# - 3.8.# - 5.0 - 5.1 and currently on 5.2.1.

I have now, admittedly with a lot of work managed to get DX12 running properly on my project.

As its running in Cryengine 5 (5.2.1 now) porting to 5.3 with Vulkan should not be too difficult given 5 is the core engine for DX12 and Vulkan, so its been largely made ready.

It shouldn't really be any different for an dev with projects on the go, in fact i know of a lot of Cryengine devs who are porting their projects into successive revisions of the engine.
 
Ooops added in "in a mesh" - one variant is for lighting the other for visual geometry (basically just a LOD technique).
 
It is A-Synchronous shading, yes.

Given all consoles run AMD hardware at the base level most games will be developed with such technology to get the most out of the hardware.

So yes looking ahead i think we may see a lot more of it.

As for Volta. A-Synchronous shading is AMD IP, depending on the specifics of that IP Nvidia may never have it unless AMD say so.
You can turn off async shaders in Doom and it definitely does not make up the bulk of the improvement. The improvement seems largely due to not being reliant on AMD's poor OpenGL drivers anymore.
 
How much ^^^^ ?

Obviously this need a lot more work, especially on the lighting. Gloabal Illumination has not yet been ported to GPU render pass in DX12 so its off, i'm using basic Light Probes, or Cube Maps if you like...
It should have been done in 5.2, which this is but its delayed.

Still, here it is in DX12.

Game_SDK_2016_09_14_18_48_03_184.jpg


Game_SDK_2016_09_14_18_48_40_484.jpg
 
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