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Chris Roberts has done his usual video update on Star Citizen, and he mentions that they are looking into Vulkan.

You need to skip to about 19:45:
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User question:
"Now that Vulkan is officially released, has the Frankfurt team had the chance to dive in to see about supporting this API alongside DirectX 12"

Chris Roberts answer:
"We have looked at Vulkan, we are pretty excited about it. We are considering our options between Vulkan and DX12, we haven't made a full decision yet. Vulkan has some advantages, as long as it works properly it can work on PC, Linux and other platforms." Article taken from GamingOnLinux.com.
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25 comments
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Eike Mar 8, 2016
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He said "Linux"! :D
FredO Mar 8, 2016
It will be VERY interesting if they choose to focus on Vulkan over DX12! Of course we know it makes total sense from a cross-platform perspective, so let's see the ball start rolling.


Last edited by FredO on 8 March 2016 at 11:13 am UTC
melkemind Mar 8, 2016
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I heard they're looking into actually releasing a game too. :D
Eike Mar 8, 2016
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Quoting: melkemindI heard they're looking into actually releasing a game too. :D

I heard they're looking into actually releasing several games... some day. :D
metro2033fanboy Mar 8, 2016
Amem...Please lord Gaben help us on that...almost 800hours on SC...would love it on linux!

#goVEGAN #STEAM
Maokei Mar 8, 2016
Please go vulkan!
mao_dze_dun Mar 8, 2016
I think they're still a bit cautious about performance gains and ease of use. DirectX 12 has more or less an year head start and most developers now have an idea what they're getting into with it, as well as what performance benefits they can reap. Yet, it was just recently that some admitted DX12 turned out to be much harder to implement than expected. In that sense, Vulkan has been available to developers for a much shorter period. The only working example we have at this point is a performance regression in the Talos Principle.
Also, while Vulkan can technically work across all platforms, don't forget most already have their own API. Windows and Xbox have DirectX and Sony have their own close to the metal API for the PS (can't remember the name). It's not like developers will swarm to drop everything and start implementing a new untested and unproven API. Them being cautious is only natural and the truth is Vulkan has to prove itself. Cross platform compatibility is nice but that alone is hardly a selling point. OpenGL is also cross platform :))).
lucifertdark Mar 8, 2016
One of my sons swears by the game, he's invested close to £1000 into it already & the thing hasn't even been released. My son is nuts. :D
coeseta Mar 8, 2016
Quoting: maodzedunThe only working example we have at this point is a performance regression in the Talos Principle.

As far as I know, Talos Principle just used a Vulkan wrapper.


Quote1)
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.
https://www.gamingonlinux.com/articles/the-talos-principle-getting-a-linux-build-using-vulkan-in-a-few-days.6662
ripper Mar 8, 2016
Quoting: EikeHe said "Linux"! :D

Too bad they still can't say "Windows":
Quoteit can work on PC, Linux and other platforms
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