Another video has surfaced from SIGGRAPH 2015, I somehow missed that it was posted last week, but the Valve section in particular is mighty interesting.
What I didn't know, is that the initial meeting to ever properly discuss Vulkan was actually at Valve's offices. I knew they were in early discussions, but I didn't realise they were so invested in it that early on that they held the meetings. If you look at the timeline around the 59 minute mark, their progress has been amazing. Their progress has only been as fast as it has been thanks to AMD though, as they donated Mantle to the effort.
They believe they are on target to deliver the final specification by the end of 2015, so let's hope they are able to stick to it.
Valve has already shipped a version of Source 2 with Vulkan to AMD, Intel and Nvidia and Dan Ginsburg from Valve states:
Skip to 1:40:00 for the Valve section.
It's really good to see them speak so highly of it, and steer people away from a closed API:
I already posted that Dota 2 will be the first game to use Vulkan from Valve.
LunarG also confirmed again that the cross-platform SDK tools will be open source, they are under NDA right now though. He said the repository for it will go open the day the specification formally goes out.
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What I didn't know, is that the initial meeting to ever properly discuss Vulkan was actually at Valve's offices. I knew they were in early discussions, but I didn't realise they were so invested in it that early on that they held the meetings. If you look at the timeline around the 59 minute mark, their progress has been amazing. Their progress has only been as fast as it has been thanks to AMD though, as they donated Mantle to the effort.
They believe they are on target to deliver the final specification by the end of 2015, so let's hope they are able to stick to it.
Valve has already shipped a version of Source 2 with Vulkan to AMD, Intel and Nvidia and Dan Ginsburg from Valve states:
QuoteOne thing that is very exciting, is that they all have it running on their drivers.
Skip to 1:40:00 for the Valve section.
It's really good to see them speak so highly of it, and steer people away from a closed API:
QuoteWe think Vulkan is the future. Unless you're aggressive enough to be shipping a DirectX 12 game this year, I would argue that there's really not much reason to ever create a DirectX 12 back-end for your game. The reason for that, is that Vulkan will cover you on Windows 10 on the same class of hardware, and so much more from these other platforms.
I already posted that Dota 2 will be the first game to use Vulkan from Valve.
LunarG also confirmed again that the cross-platform SDK tools will be open source, they are under NDA right now though. He said the repository for it will go open the day the specification formally goes out.
Some you may have missed, popular articles from the last month:
just read, that Nintendo joined the Khronos Group. So with the Nintendo NX, the PS4, Android, SteamOS all using Vulkan, why would a multiplatform developer even consider using DirectX12 ?
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Quoting: Narcotixjust read, that Nintendo joined the Khronos Group. So with the Nintendo NX, the PS4, Android, SteamOS all using Vulkan, why would a multiplatform developer even consider using DirectX12 ?
Who says PS4 will support Vulkan?
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Quoting: Mountain ManThe problem with their "no reason to ship a DX12 game" argument is that Microsoft has invested tremendous resources in DX12 (and DirectX in general) and won't let it go without a fight, and many programmers are already familiar with DirectX while they would have to learn Vulkan from scratch.
This is IT, where technology and skills decay faster than in any other profession. A programmer who's not able and willing to let go of an outdated tech and learn to use a more modern approach isn't worth their salt, IMHO.
Yes, there might be some management inertia to overcome, particularly in the big studios. But if (and that's how it looks like), Vulcan is indeed superior to DX12, they will eventually be forced by the market to use it whether or not they like it. Microsoft can whine all they want, but in the end players want good looking games.
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Quoting: KimyrielleYes, there might be some management inertia to overcome, particularly in the big studios. But if (and that's how it looks like), Vulcan is indeed superior to DX12, they will eventually be forced by the market to use it whether or not they like it. Microsoft can whine all they want, but in the end players want good looking games.Sadly, that is not that simple, Microsoft is still using corruption, FUD and others means to make sure that big companies uses their products. The question is not "Will big companies be willing to use Vulkan ?" but "Will big companies have the courage to go away from Microsoft ?".
Here is a few recent examples of Microsoft FUD :
- http://www.winbeta.org/news/microsofts-office-365-wins-back-italian-municipality-costly-open-source-switch
- http://www.gizmodo.co.uk/2015/08/munich-officials-who-dumped-windows-for-linux-want-microsofts-os-back/
And one for corruption :
- https://www.ftc.gov/news-events/press-releases/2015/09/xbox-one-promoter-settles-ftc-charges-it-deceived-consumers
Last edited by Nyamiou on 24 September 2015 at 11:08 pm UTC
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Quoting: Mountain ManThe problem with their "no reason to ship a DX12 game" argument is that Microsoft has invested tremendous resources in DX12 (and DirectX in general) and won't let it go without a fight,
What kind of fight if DX12 remains MS only? The only edge and argument MS can use are excellent development tools. And hopefully Valve will match them with Glave and such. When tools situation will reach parity, MS won't have anything to offer in DX12.
Last edited by Shmerl on 25 September 2015 at 4:11 am UTC
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Quoting: subWho says PS4 will support Vulkan?
So far no one, but it kind of makes sense for Sony. It will give them a way to attract more developers and gain more advantage against MS.
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Vulkan is the first real threat to DirectX for a very long time...it's going to be interesting to see how this plays out. However it may well be that DX12 will hang around and be supported like OSX's Metal, but once Vulkan gains traction, who knows what will happen.
I love how all the tools and testing suites for Vulkan are going to be open sourced. This could make a big impact as well.
Also, note in the presentation how one of OpenGL's biggest weaknesses is highlighted - it's inability to scale rendering over multiple processors. This is what has kept DirectX ahead of OpenGL in recent years...it's not noticeable in lightweight games, but in very complex ones, e.g. Witcher 2 (and very likely Witcher 3) this makes a significant difference. Vulkan totally fixes this.
Last edited by drmoth on 25 September 2015 at 8:27 am UTC
I love how all the tools and testing suites for Vulkan are going to be open sourced. This could make a big impact as well.
Also, note in the presentation how one of OpenGL's biggest weaknesses is highlighted - it's inability to scale rendering over multiple processors. This is what has kept DirectX ahead of OpenGL in recent years...it's not noticeable in lightweight games, but in very complex ones, e.g. Witcher 2 (and very likely Witcher 3) this makes a significant difference. Vulkan totally fixes this.
Last edited by drmoth on 25 September 2015 at 8:27 am UTC
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