AMD Vulkan 1.0 Spec Announcement
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holler
Half Life 3 will release any day now!!! lol
blkspade
As good as Vulcan promises to be I don't see this altering Linux's position very much. Thinking so obviously ignores the fact OGL has been keeping pace with DX (if not occasionally surpasing) for a very long time, to no real effect on the platform. Its always been an option, but most devs ignore it since it wasn't the API of choice on the dominant platform.
Windows is the dominant gaming platform after consoles, and MS controls 1/3 of the console space at the same time. As long as MS caters to devs with an ease of cross development based on DX, more devs will continue with DX. Vulkan will likely be treated as an afterthought no different from any other version of OGL. The API is just one (small) part of the road block of Linux gaming adoption. There have certainly been OGL titles to never see a linux release. Valve has had a great effect there though, and their influence is far greater than the API alone.
holler
so apparently, the talos principle is not full vulkan yet, its just wrapped to support vulkan:
http://steamcommunity.com/app/257510/discussions/0/412447331651559970/
Edwin,
engine design for Vulkan is basically consited of three major parts:\
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.
Hope I explained this well. 🙂
DEN
KissSh0t
Please let this become supported by lots of games devs....
Vulkan is built on Mantle... so.. you never know.. I just hope games use it and it becomes widely supported
Denial
PNeV
https://dl.dropboxusercontent.com/u/8947194/g3d/talos_vulkan.png
Top is DX11, bottom Vulkan, done using everything on Ultra through Auto-detect.
Can confirm:
Loobyluggs
holler
holler
sidenote- haha, finally not newbie status after 13 years.
Denial
Lane
Some more infos from AMD on GPUOpen:
Sayhello
http://gpuopen.com/say-hello/
Vulkan renderpasses:
http://gpuopen.com/vulkan-renderpasses/
More update on Vulkan will be up days after days on GPUopen ( add on performances tweetseries for both DX12 and Vulkan )
AMD blog:
https://community.amd.com/community/gaming/blog/2016/02/16/radeon-gpus-are-ready-for-the-vulkan-graphics-api
schmidtbag
Loobyluggs
Turanis
Oops here we go from Vulkan HW Database:
Radeon R9 200 Series will support 3 queues(click on queues tab):
http://vulkan.gpuinfo.org/displayreport.php?id=14
Gtx 980(Maxwell) will support 1 queue:
http://vulkan.gpuinfo.org/displayreport.php?id=2
Meaning single-thread queues(Gtx) vs Multi-thread queues(Radeon).
Redemption80
They decided to launch it with half arsed port to the new api??
What sort of nonsense is that, it either means the api is not very good or that devs don't like it or find it hard to work with.
schmidtbag
vbetts
Moderator
Redemption80
It's nonsense as everything these days is judged on first impressions, and proof of concept or not this first impression is not good.
It's not like this is a brand new api, it's based on Mantle which isn't that new anymore and allegedly ahead of DX12 nevermind DX11.
schmidtbag
KissSh0t
The thing that is interesting about Vulkan is that it's a cross platform api, it will allow developers to not be tied down by Microsoft, it will allow better gaming on Mac, and other OS's like Steam OS for example.
Future of PC gaming is looking a little more interesting that's for sure.