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Intel are now showing off a new benchmark they created to test Vulkan against OpenGL, even though it's running on Windows it's pretty impressive.

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Seeing it spread nicely across cores, and using less CPU power is pretty great. This should help many future games perform a lot better, but again it depends on developers doing it correctly. We will probably see many of the same problems we do now if Vulkan is an after-thought, but maybe not since DirectX 12 and Vulkan are quite similar.

I really hope we start seeing some of these benchmarks on Linux as well. It's great seeing them out in the wild, but so far it has been for Android and Windows.

The more I see of Vulkan, the more impressed I'm becoming, and the more excited I'm getting. I don't want to get too excited though, as it's still going to be some time before it's finished and it's actually in any games.

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Maelrane Aug 30, 2015
I'm really interested in seeing how well Vulkan works on the different CPUs.

We all know that AMD has worse single-core-performance, but many more cores... so Vulkan could be a stronger argument for AMD than for Intel.

As I've never had an AMD CPU I'm quite intrigued by the current development.
Mountain Man Aug 30, 2015
Quoting: Avehicle7887Looks yummy, personally I see no reason why companies would choose DX12 over this. A powerful cross platform API such as this would nullify the "Our engine was written for DirectX" excuse and in turn games can start coming to Mac and Linux the same way they do on Windows and Consoles without too many additional costs.

I'm probably going too fast here I know, but it's time for developers and publishers to start accepting the fact that Linux on the desktop is something real and it's not just "An OS for geeks", some already do, while the big ones still have to budge.
Developers use DirectX not because it's the best but because Microsoft has invested tremendous resources in promotion and training, so as a result, many developers are familiar and comfortable with it.

Vulkan might be superior to DirectX, but so is OpenGL which hasn't translated into a lot of developers embracing it, so if Valve/AMD/Intel/whoever wants developers to start using Vulkan, they're going to have to invest a lot of money in promotion, training seminars, and technical support.

Still, I'm looking forward to the day when crossplatform support is just a given, and when a developer says that a game will be available for PC, they really do mean PC.
Creak Aug 30, 2015
Quoting: PeciskSony being with Khronos isn't rumor and I don't see them any reason why they would have to deny low level API implementation. They aren't Nintendo.
Sony is indeed part of the Vulkan team, but I think it will take some time before the new API gets its way to their PS4. First because they need to test it thoroughly in order to make it as stable as their previous API (a derivative of OpenGL) and also because it's most probable that they will wait for their console sales to go down before introducing the new API that will make their machine faster (most players don't know about Vulkan, heck I even know game devs that doesn't know about it).
Beamboom Aug 31, 2015
Quoting: StyromaniacI want advanced AI, AI guided animations and advanced physics. No more AI derps, no more indestructible objects (hopefully).

I've been hoping for this with every new technological step for the last two decades now. So far, all I've seen are big steps in gloss and baby steps in everything else. But I've not given up yet.
STiAT Aug 31, 2015
Quoting: Creak
Quoting: PeciskSony being with Khronos isn't rumor and I don't see them any reason why they would have to deny low level API implementation. They aren't Nintendo.
Sony is indeed part of the Vulkan team, but I think it will take some time before the new API gets its way to their PS4. First because they need to test it thoroughly in order to make it as stable as their previous API (a derivative of OpenGL) and also because it's most probable that they will wait for their console sales to go down before introducing the new API that will make their machine faster (most players don't know about Vulkan, heck I even know game devs that doesn't know about it).

Sony being there could have different reasons. Sony recently ported games to Linux as well, so they might be interested in Vulkan from that angle.

We shouldn't forget that the PS4 API is still even lower level than DX12 or Vulkan, which can only be since you only have one CPU/GPU to support. So they might support Vulkan additionally to their API, but I'm sure they won't consider replacing their own API for the reason of performance optimization. If Sony supports it in the PlayStation, the game developers would still need to port it to the XBox one. For PC, it wouldn't matter if DX12 or Vulkan (Linux share isn't a gamebreaker, and Apple probably won't support it on their OS due to their Metal API). I see it the way that the game developers will adopt DX12 for XBox and PC (Windows), PS4 API will remain being used (because you can optimize even more than with Vulkan) and Metal for OSX. At least for AAA titles.

For the mobile world we'll probably see higher adoption. Engines support it due ot Android adopting it. That wouldn't help us in any case, except for the point that a lot of developers will be familiar with the Vulkan API, but hey - that are not the AAA developers.

Mabye some developers (due to the engines supporting Linux/Vulkan) will release for Linux. But most consider the additional development (you still need a complete seperate code-path for the draw calls), support and QA required not worth the trouble.

The only thing which really matters and is a strong PRO vor Vulkan is, that it will support older Windows versions, and my guess is that Win7 will have a significant market share for some time to come.


Last edited by STiAT on 31 August 2015 at 10:00 am UTC
LinuxGamesTV Aug 31, 2015
Quoting: STiAT...

And now I ask you why the most big Players are in Kronos and in Vulkan, except Rockstar, UBIsoft and MS?
And the others will support it in his engines, except Rockstar, UBIsoft and MS?



https://www.khronos.org/members/contributors

Contributors - have full API working group participation and voting rights, and generous marketing benefits.

https://www.khronos.org/members/promoters

Promoters - act as the "Board of Directors" to set the direction of the Group, with final specification ratification voting rights.
Creak Aug 31, 2015
Quoting: STiATWe shouldn't forget that the PS4 API is still even lower level than DX12 or Vulkan
Do you have source on that? From what I heard it's nothing more than a modified OpenGL (it has specific extensions for the GPU in the PS4, but the level is the same as the one in OpenGL).
vulture Sep 1, 2015
Quoting: Beta Version
Quoting: Avehicle7887Looks yummy, personally I see no reason why companies would choose DX12 over this.
Because XBox One will use DX12, while Vulkan on PS4 is just a rumor for now. I guess Windows 10 + XBox One will have higher market share, than Win+Mac+Linux.

higher market share? android decided which one that is. there are more phones/tablets bought in one week than xbox consoles in whole life time
vulture Sep 1, 2015
Quoting: MaelraneI'm really interested in seeing how well Vulkan works on the different CPUs.

We all know that AMD has worse single-core-performance, but many more cores... so Vulkan could be a stronger argument for AMD than for Intel.

As I've never had an AMD CPU I'm quite intrigued by the current development.

not really, unlike before where cpu bottleneck defined performance in most cases, this gen gpu will be the one. so, fast or a bit faster won't show different results for well written games.
vulture Sep 1, 2015
Quoting: Creak
Quoting: STiATWe shouldn't forget that the PS4 API is still even lower level than DX12 or Vulkan
Do you have source on that? From what I heard it's nothing more than a modified OpenGL (it has specific extensions for the GPU in the PS4, but the level is the same as the one in OpenGL).

PSGL https://en.wikipedia.org/wiki/PSGL was on PS3, does not even exist on PS4. PS4 uses GNM (low level) and GNMX (high level implementation on GNM)
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