PowerVR seem very interested in Vulkan, and a demo they have shown off shows much better performance on Vulkan over OpenGL.
The FPS is a lot more consistent (and high), and the load on the CPU is better too.
You can find their full blog post about it here.
It's all very technical, and most of it beyond me since I don't work with graphics API's, but this bit seemed important:
We knew that Vulkan would require more work from developers, as it relies less on drivers, but it's worth mentioning again.
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You can find their full blog post about it here.
It's all very technical, and most of it beyond me since I don't work with graphics API's, but this bit seemed important:
QuoteAll of the features above require implementation in code, so the use of Vulkan does come with added code complexity compared to OpenGL ES.
We knew that Vulkan would require more work from developers, as it relies less on drivers, but it's worth mentioning again.
Some you may have missed, popular articles from the last month:
Quoting: ashleysmithgpuI'm not sure I'm allowed to say much on this yet, but check this post: http://www.gamedev.net/topic/666419-what-are-your-opinions-on-dx12vulkanmantle/#entry5215019 for multi-gpu. :)
Thanks, quite a nice link that gives an insider's look on the subject.
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Quoting: GuestDon't know if you can mention such things yet, but how easy/difficult are you finding Vulkan to work with? I don't mean from a single triangle perspective, but in terms of getting to grips with it and moving away from "the OpenGL method" to "the Vulkan method".
Yeah, a single triangle is much more code than OpenGL ES. As for how easy it is, I think it really depends on how much knowledge you have of GPUs. Command buffers and queue submits etc. map to certain constructs in GPUs directly. Those are the main things you need to worry about. The sub-passes (that I can talk about now) and load/store ops are very useful for tile-based renderers like PowerVR to keep your memory on-chip.
I found it really nice to use Vulkan, but it was difficult creating code that would work on GL and Vulkan. The interface is better too, it's C, but it has type safe enums instead of the #defines from OpenGL.
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