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***The Official Vulkan API Thread***

Vulkan Working Group Update - December 18th 2015

We have some good news and some bad news. The year-end target release date for Vulkan will not be met. However, we are in the home stretch and the release of Vulkan 1.0 is imminent!

Here is a more detailed update...

The Vulkan specification is complete and undergoing legal review and final polishing. The Vulkan conformance tests are being finalized and multiple member companies are preparing drivers for release. Implementation feedback is the vital final stage of making any Khronos specification ready for primetime, and the Vulkan 1.0 specification will be published when the first conformant implementations are confirmed.

Work is also progressing to complete Vulkan SDKs for Windows, Android and Linux. Google has upgraded to Promoter membership and is now on the Khronos Board to help steer Vulkan strategy for Android and the wider industry.

There is considerable energy driving the work to bring you Vulkan. We are planning Vulkan sessions and demos at key industry events throughout the year. We are excited about the emerging Vulkan ecosystem that will create new business opportunities for the graphics and compute industry.

Vulkan will set the foundation for graphics and compute APIs for years to come and so Khronos is taking the time needed to do this right – and the Vulkan 1.0 release is near!

The Khronos Vulkan Working Group
 
Hoping this takes off... Give DX12 some competition.

Vulkan will be far bigger than DX12 will ever be. It's assured of widespread adoption by virtue of the fact Google have thrown their hat in the ring by naming it as the future graphics API for Android. That means that like it or not, vast numbers of existing graphics experts, coders and students will HAVE to learn it, and learn it ahead of DX12 (or successors).

Not that it'll use Vulkan initially, but more good news for SteamOS / Linux etc in the last few days ... SFV is no longer PS4 / Windows exclusive. It will be available on SteamOS from day one, and I'd guess Linux generally later. That's absolutely huge ... a big Japanese publisher supporting Linux, and with a beat 'em up no less. I never expected that.
 
Google promoted OGL and nobody used it.

I really hope it's not just another API for nerds only and becomes something that has a shot at supplanting DX.
 
I'm hoping it doesn't signal the end for DX12 but I do hope it catches on.
Hopefully the competition of this and DX12 will keep both of them on their toes and give them reason to keep improving the APIs.
We've all seen DX stagnate in the past and some fo that was probably down to the fact that OpenGL never got that refresh it needed to give developers any other real option.
 
That's what's going to stop me moving to Linux for at least 5 - 10 years, the lack of a real back catalog.

I tried SteamOS and was surprised at how many games could actually be run, but it wasn't nearly enough, not by a long long shot.

This is the problem with it for me too and the truth is Vulkan will never solve it so I'll always need Windows in some form.
That's the thing with the Steam OS, It almost feels like it's a console upgrade experience where you have to start a new collection and lose the old one or run 2 machines.
 
Vulkan may end up being in more software than DX12, you have to consider that it will be used in more markets than PC and console gaming.

It would be very good to get Vulkan working in Autodesk products and Photo editing and illustration software.

Use a few different illustration packages and even doing basic stuff they can still lag at times.
 
Vulkan may end up being in more software than DX12, you have to consider that it will be used in more markets than PC and console gaming.

It would be very good to get Vulkan working in Autodesk products and Photo editing and illustration software.

Use a few different illustration packages and even doing basic stuff they can still lag at times.


Apple have confirmed they'll support Vulkan on OSX. They don't expect people to use Metal outside of iOS. Hopefully they'll drop Metal entirely at some point ... its only purpose was to maintain the walled garden of iOS, but apparently it's so similar to Mantle (and therefore Vulkan), it's a bit pointless.

I don't see multiplatform applications using DX on Windows ... there's just no point.

I can't imagine that will ever happen.
DX has it's backwards compatibility so it will always be relevant. Vulcan would be doing well if it could manage to get 50% of future use.

DX12 has no backwards or forwards compatibility. Just like all previous versions of DX.
 
Apple have confirmed they'll support Vulkan on OSX. They don't expect people to use Metal outside of iOS. Hopefully they'll drop Metal entirely at some point ... its only purpose was to maintain the walled garden of iOS, but apparently it's so similar to Mantle (and therefore Vulkan), it's a bit pointless.

When was this announced? all i have seen is Apple Praising their Metal API, even on OSX.
 
When was this announced? all i have seen is Apple Praising their Metal API, even on OSX.

No idea if they've said anything public. Doubtful probably. I know a developer who's had it confirmed, and others have said that it'll be supported fully on OSX.
 
The "point" of DX is to provide a framework that saves massive amounts of work, which it does very well and way better than OGL. That's why it's used and not OGL.

Most games will continue to use higher-level DX.
 
Apple have confirmed they'll support Vulkan on OSX. They don't expect people to use Metal outside of iOS. Hopefully they'll drop Metal entirely at some point ... its only purpose was to maintain the walled garden of iOS, but apparently it's so similar to Mantle (and therefore Vulkan), it's a bit pointless.

I don't see multiplatform applications using DX on Windows ... there's just no point.



DX12 has no backwards or forwards compatibility. Just like all previous versions of DX.

Maybe I should have explained what I was talking about better, I wasn't talking about DX as in the api's DX 9, 10 , 11 & 12 I was continuing on from my previous post in front of that one and saying Vulcan won't catch on that much because people won't be moving to something like the Steam OS in droves leaving dev's to more often that not have no reason to pick Vulcan over DX12 when they will already feel a measure of familiarity with that. I'm also talking about PC gaming specifically, Not multi-platform games that can run on hand devices etc. I mean future franchise games such as COD's, Battlefields, Witchers, GTA's, Assassin's Creed's, Tomb Raiders, Resident Evil's, Mass Effect's etc.

Here's a great example of why the Steam OS won't get that big any time soon. (I'm not saying never and it's only an opinion)

http://www.kitguru.net/desktop-pc/matthew-wilson/portable-steam-machine-kickstarter-cancelled/
Portable Steam Machine Kickstarter (Steamboy) cancelled
Quote:
"The post outlines some plans for the future, as the console isn’t dead just yet, it is just being taken back to the drawing board."
"a lot of people were asking for a Windows version of the device, rather than sticking to Steam OS, so this will be considered for the future."

In other words people like to stick with what they know and Dev's won't be any different. Using DX 12 that will have a lot of familiarity due to it's lineage will mean less work learning it than learning Vulkan. I hope Vulkan does succeed in the end I just think it's going to be a slow process. Mantle as Mantle was doomed to failure due to Nvidia's refusal to support it but, as Vulkan things are different so fingers crossed just don't hold your breath. It's gonna be a slow uphill journey:)
 
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Kronos Group Confirms Vulkan API Release Is Imminent & Performing Extremely Well

https://www.youtube.com/watch?v=AsNhRcE5XEg&list=TLpUISaZa7xdQyMTEyMjAxNQ

I look forward to actually getting some games built from the ground up on this and DX12 so we can see if it's really been worth all the fuss.

The thing that bothers me is they state how fps improves but then talk about using the extra power in other ways like adding more bushes, tree's, npc's etc so will we actually get any better performance in the end or will a lot of titles use it up in other ways leaving us with sub 60 or even 30 frame rates for the regular user?
 
It is like with any other performance improvement, for the majority of people and debs, as long as it runs at 60, anything above is excess performance even if we do enjoy our 120 - 144hz monitors. They will consume that extra performance by improving IQ.
 
I hope Valve will really start pushing this and it becomes the dominant API which can be used on mobile, windows and linux. Should give linux gaming a much needed shot in the arm as well as give competition to Microsoft.
 
Kronos Group Confirms Vulkan API Release Is Imminent & Performing Extremely Well

https://www.youtube.com/watch?v=AsNhRcE5XEg&list=TLpUISaZa7xdQyMTEyMjAxNQ

I look forward to actually getting some games built from the ground up on this and DX12 so we can see if it's really been worth all the fuss.

The thing that bothers me is they state how fps improves but then talk about using the extra power in other ways like adding more bushes, tree's, npc's etc so will we actually get any better performance in the end or will a lot of titles use it up in other ways leaving us with sub 60 or even 30 frame rates for the regular user?
Impossible to answer. Its down to developer / game designers on what they want in the game and what resources they use. I would like FPS to be prioritised ideally.
 
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