Vulkan To Get Broad OS Multi-GPU Support
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Alessio1989
Noisiv
Q: Why is there not a single Vulkan exclusive game?
especially considering that its compatible with far broader range of both HW and OS than is DX12
Alessio1989
HeavyHemi
I'd gladly run Vulkan in Doom. However, there is an issue that if you have another Nvidia GPU installed, it will select that one to render versus your primary. In other words, when I set the game to use the Vulkan API, it selects my 980 Ti instead of running on the 1080 Ti. This same thing happened when I was running the 980 Ti as the primary and a GTX TITAN as the PhysX gpu. That was the reason behind the huge drop in FPS I get using Vulkan.
Redemption80
sverek
DX12 backers : "M$ is awesome, stop trying to ruin monopoly." Might as well stab your ears and eyes with skewer driver and enjoy DX12.
waltc3
Redemption80
I always get the feel that Vulkan is a cash grab aimed more at quantity than quality, and the whole time the devs have their priorities pointed towards the massive mobile market and less at PC gaming. Not that i blame them, but it's just not something i am into.
Even with all things equal, a Vulkan version is always going to suffer compared to DX12 when resources are split across multiple operating systems.
It's nice for the publishers, but are they going to cough up the extra money or ask the devs to take shortcuts?
PrMinisterGR
Redemption80
So you think that development on a Vulkan game is fine by using just using a W10 test system, and hoping for the best on W7/8 Linux and Android.
PrMinisterGR
schmidtbag
https://en.wikipedia.org/wiki/Vulkan_(API)#Compatibility
Uh... MS doesn't support Vulkan on Windows 7 either, yet it is readily available. I don't understand how you're missing the point that Vulkan is open source and therefore can be compiled on whatever you want, assuming you have the hardware support.
If I'm understanding you correctly, I still don't see your point. Vulkan updates come with the GPU drivers themselves (and if it's anything like OpenGL, it could come with the games too), so nobody is left in the dark. Since it isn't integrated with the OS, you don't have to deal with Windows Update, which in my opinion is an advantage. Case in point - the issue you brought up about people advising against updates.
I agree.
I use Steam on 64 bit Arch Linux (something Valve doesn't support) on a regular basis. I have Linux-native games that aren't attached to my Steam account. I am well aware of the dependency situation. It's only hell if you don't know what you're doing, because unlike Windows, Linux and it's development tools don't spoonfeed you everything.
I'm well aware there's a depressingly high amount of Intel GPU gamers out there, but my point is they're not the ones who care about things like DX12 or Vulkan. It's going to be a long while until we regularly see games that will not support DX11 or OpenGL, which Intel IGPs currently handle pretty well. Remember, the primary benefit to DX12 and Vulkan is reduced CPU and PCIe overhead, which Intel IGPs don't really benefit from due to their relative weakness.
Understood - I'm aware even new phones could still be 2 versions behind. It's rare for things to be cutting-edge. But the fact of the matter is Vulkan support will still arrive at some point for the average Android phone, it's just going to take a while.
Do you know how many versions of DX12 there are? Probably not, because MS doesn't actively advertise it, but I'm sure there are also several. I don't see how that matters anyway; unlike Vulkan, DX12 wasn't a complete re-write from scratch. The version of Vulkan also doesn't really matter - most new releases just simply add features; that's it. If a game doesn't support the new features, why bother with the new update? If a game does support the new features, it will either come with the patch or the GPU drivers will. When it comes to bugfixing, that's up to the GPU drivers, not the library.
I'm aware of tools like Visual Studio, and I'm aware there are plenty of amazing developers who work just fine without them. They're not required to make a good product or a better product, they just make it easier to do so.
And yes, earlier support does mean more time to test, but, it's the total man hours that matter, not the duration. Glitches are a statistical anomaly, not a guarantee. When you have an application compiled for various binary-incompatible OSes and different CPU architectures and it still runs the way it was intended to, that says a lot more about stability than a single OS that runs on x86 (Xbox One, to my knowledge, is currently based on Windows 10).
It doesn't inherently mean more stability, but as I already stated, if something runs properly despite the differences in OS, drivers, and hardware, it is made very well.
I think you're forgetting that both Vulkan and DX12 took code directly from existing projects like Mantle. Vulkan was technically developed before it even existed, but putting semantics aside, it was in development for a shorter period of time than DX12.
Yes, they do:
Caesar
Alessio1989
schmidtbag
Alessio1989
Dude... too much text, I am gonna just say two things:
- Intel official drivers do not support Vulkan on haswell nor broadwell. Mesa drivers are different thing.
- I know what DirectX is better then you, and I was play around with Direct3D 12 in the closed preview since first IHVs private alpha drivers (I participated in the DX12 EAP).
Sorry but I am tired to explain things. I will let people believe whatever they want, even.
Bye.
schmidtbag
Alessio1989