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***The Official Vulkan API Thread***

It might be better if people wait for some analysis beyond regurgitation of the PR material. I'm sure the real situation will become clear over the next few weeks and months.

Joel is one of the few good writers out there, I've thoroughly enjoyed his stuff on the semiconductor business, graphene etc.
 
Valkan means that Linux will be viable as a gaming OS (in theory).
Trouble is, it doesn't matter if we know that, it's the casual gamer that needs to switch to Linux and use Vulkan to make the Linux/Vulkan combo successful.

Do we really think devs are going to go to the effort of producing a Linux version of their games for the small number of us on forums like these that are aware of it?

In all likelyhood they'd still be able to sell the games to us if they only released it for Windows, it'd just cost them less.

Vulkan will make Linux much more viable as a gaming platform, but it'll take a lot more than that to make Linux a gaming platform (SteamOS will probably help a bit with this). What it really needs is games and for that there has to be a big enough target market.
 
How does Vulkan make Linux gaming anymore viable than OpenGL?

Admittedly it doesn't much and I think that's the problem.
But OpenGL as it is now and DX12 seem like they could have a bit of a performance difference. Vulkan and DX12 should be closer (you'd hope), so it should be viable to get similar performance out of an API that runs in Linux to one that runs in Windows. Thus making it viable.

Vulkan should perform better than OpenGL currently does, making it more viable than the current option.

Of course in my experience using the same hardware (AMD CPU and AMD GPU) to play a game (Dota 2) in Win10 and SteamOS resulted in significantly better performance in Win10.
Working on the assumption that being a source engine game it uses OpenGL in both OSes my feeling are that the Linux drivers are currently a bit pants. A new API won't slove this, but hopefully it will mean a re-write of the drivers and hopefully the drivers will be thinner and have less impact.


Time will tell... If more development goes into new SteamOS games this will help Linux.

The thing going for vulcan is its wide range of support. Pc, mobile and maybe ps4?

Can't the same be said for DX12 though. PC (Windows only presumably), Mobile (again Windows onlky I'd guess) and XBOX ONE support.
 
How does Vulkan make Linux gaming anymore viable than OpenGL?

The reason it makes gaming more viable, is that Vulkan code will be consistent across different hardware, as well as consistent between hardware from different vendors due to the application controlling the GPU, compared to current drivers with Opengl.

There is now a well planned and defined set of core "Methods" for performing operations, as well as the very well defined "Validation" layers built into the API, courtesy of AMD's donation of the Mantle codebase.

With current opengl, there are so many different "methods" for doing the same thing, with not all of them performing the same on different hardware, due to a lack of consistency between driver implementations, mainly from there being a massive lack of validation tools and code.

Also the massive number of extensions and a lack of a "core" set of validated "methods" does not help.


In other words, The main opengl code-base is a giant pile of crap, driver performance is inconsistent between different vendors depending on the "methods" you use to perform operations, all due to the bickering for backwards compatibility and all the pandering that took place over the years.

Vulkan is a good thing, it is the refresh that OpenGL has needed for a long time. It is also the only "True" open and cross platform "Low Abstraction" Api.
 
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The reason it makes gaming more viable, is that Vulkan code will be consistent across different hardware, as well as consistent between hardware from different vendors due to the application controlling the GPU, compared to current drivers with Opengl.

The main reason for this being that there is now a well planned and defined set of core "Methods" for performing operations, as well as the very well defined "Validation" layers built into the API, courtesy of AMD's donation of the Mantle codebase.

With current opengl, there are so many different "methods" for doing the same thing, with not all of them performing the same on different hardware, due to a lack of consistency between driver implementations, mainly from there being a massive lack of validation tools.

Also the massive number of extensions and a lack of a "core" set of validated "methods" does not help.

So, it's basically potential and hope? :D
 
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