Just a note, The Croteam guys did mention that this is an early implementation that they are working on.
that's pretty decent perf for a proof of concept
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Just a note, The Croteam guys did mention that this is an early implementation that they are working on.
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I've got high hopes for Vulkan as I'm a massive Linux gaming fanboy. I'm almost completely moved over to Ubuntu for gaming now
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It is very CPU heavy (on 1 core anyways) and not very thread optimsed, so if you have a slow or old CPU, I imagine Vulkan could help with this game.
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:
3a)
Precache all rendering states (which mostly mean materials in game) up front. This will make rendering calls much simplier and faster. So, instead of deciding at rendering time what is needed for a material to be rendered via Vulkan, do this at loading time and then when material needs to be rendered just give it to Vulkan, via one or two simple function calls.
3b)
Precache all geometry, material, textures, everything that is needed for rendering an object up front. This basically creates so called command buffer ready for Vulkan, and nothing extra needs to be set or created at render time.
3rd part of port is, obviously, the most complex one, and it'll take time to change engine design for it, step-by-step.
Vulcan is far more than just DX12/Mantle renamed and although it might not matter as much in the PC market in other markets some of the changes are major. DX and old versions of OpenGL have a strong bias towards a single type of GPU architecture putting any other GPU architectures at a disadvantage. While Vulcan treats all types of GPU architecture fairly without putting any at disadvantage. This doesn't really effect AMD or NVidia but for all the other GPU brands its a massive change.And another thread that turned into is Vulkan/DX12 just Mantle with a name change or the old did Mantle succeed/fail...
Surely everyone's missing the point, that Vulkan is out. Not on time, but it's out (does sound like AMD tech , kidding!)
I am not convinced that’s true as both IMG and ARM had a big impact on Vulkan. IMG have been far more successful at low level API then AMD with Mantle and IMG was heavily involved in Vulkan.The majority of the hardware interaction side of Vulkan is based on Mantle, get over it.
I am not convinced that’s true as both IMG and ARM had a big impact on Vulkan. IMG have been far more successful at low level API then AMD with Mantle and IMG was heavily involved in Vulkan.
AMD are getting far too much credit for Vulkan as Vulkan is far more than just Mantle with a few changes.
The most common and largest majority of GPU architectures are not supported by Mantle as Mantle was very bias in that regard. Vulkan does support those GPU architectures so how can you say the majority of the hardware interaction side of Vulkan is based on Mantle? If that was the case the majority of GPU's wouldn't work well with Vulkan. Mantle was a starting point but a large amount of work didn't come from AMD and Vulkan is far more then Mantle 2.0
The majority of the hardware interaction side of Vulkan is based on Mantle, get over it.
Just like AMD helped produce the GDDR5 and HBM standards. As well as numerous standards used in tech today for graphics purposes.
But leaving the peanut gallery aside, I would love to start seeing Productivity software using Vulkan. Many an application that lags or hitches when you have too many layers or vertices.
I also doubt we will see a windows XP driver. Low abstraction API's can only be used effectively with 64Bit Os's for numerous reasons. And before anyone mentions it, DX12 does not work on 32bit windows 10.
Of course there were changes and improvements, such as the addition of Tile based rendering modes. Plus as it was with AMD when creating mantle, the hardware just has to support a base set of features to work with the API. No different to DX11 support. The hardware can implement those features in any way it likes as long as it supports them.
And the reason why many of AMD's older GPU's did not support MAntle and still don't support DX12 or Vulkan is becasue they contain too much fixed function hardware. No different to Nvidia GPU's before Fermi. it just happened that Nvidia released a more compute based GPU long before AMD did.
The point I was trying to get across was Mantle was a very limited bias API. It was a starting point but what Vulkan ended up as is massively different from what Mental was.
The majority of Vulkan is not Mantle or due to AMD.
Really want this to be well supported by games, it seems to make so much more sense than DX12 as I don't believe it has any major features missing compared to DX12 and yet covers far more platforms, if Apple weren't so stuck up it would've covered them all
Hopefully Valve will push it as well, if DX12 becomes the de-facto standard like previous DX vs OGL comparisons then SteamOS will never succeed.
Tempted to buy Talos Principle now, partially just to support a dev willing to support it (and Linux/SteamOS for that matter)
Nice article on Anandtech about the Vulkan API release: http://anandtech.com/show/10035/vulkan-10-released
Croteam does note however that the Vulkan rendering path should be considered a proof of concept demonstration to showcase that Vulkan words, and indeed The Talos Principle is not a game known for pushing a lot of draw calls or using rendering techniques that would greatly benefit from Vulkan’s most potent abilities.
That’s wrong Vulkan exists thanks to the Khronos Group made up key players like AMD, IMG, Qual, ARM and others. Without AMD Vulkan would still exist as a low level API.Vulkan exists thanks to AMD saying anything else is ignorance.
Obviously both Dx12 and Vulkan APi will be different as they need to adapt it to lesser older hardware from other brands.
Mantle is still here with LiquidVR.
Vulkan exists thanks to AMD saying anything else is ignorance.
Obviously both Dx12 and Vulkan APi will be different as they need to adapt it to lesser older hardware from other brands.
Mantle is still here with LiquidVR.
Vulkan existed before AMD, saying anything else is retarded.
No one is saying AMD did not greatly contribute. What we are saying is it’s unfair in saying AMD did the majority of the work and that the majority of Vulkan is Mantle. What about the major contributions from the other GPU players?OpenGL Next as it was called, was going nowhere since 2005. it is sheer ignorance to say that AMD did not help greatly progress it with its contribution of mantle.
I doubt vulkan would have released in its current form without mantel as a basis.