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This is very cool and quite exciting, Na'Tosha Bard, a developer for Unity has teased a little shot of Unity + Vulkan. Looks like it's running on Ubuntu too.

Note: For the record, this doesn't mean Vulkan is coming any time soon, but it is being worked on.

Look what happened today. #unity3d #linux #Vulkan pic.twitter.com/Q2vwfsUr4B

— Na'Tosha Bard (@natosha_bard) September 12, 2016


Na'Tosha later replied to me to state that Levi from Unity is the one doing the Vulkan work, as Na'Tosha is working on SDL for Unity currently.

Not surprising really, since Vulkan support is officially listed as in-development on the Unity Roadmap.

Article taken from GamingOnLinux.com.
Tags: Unity, Vulkan
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rustybroomhandle Sep 13, 2016
One thing concerns me somewhat. Linux support from/at Unity is largely due to Na'Tosha and Levi championing for it and taking development/support into their own hands. I'm worried about what might happen if they leave the company, since they more or less seem to come as a pair (being life-mates and all).
Ehvis Sep 13, 2016
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I'm personally wondering whether Vulkan will make a really big difference. Unity 5 (and UE4 for that matter) are still thoroughly designed around the needs of the DX11 API. I'm not so sure they can simply port that to Vulkan (or DX12) and really have an optimal solution. It may simply be that the entire engine needs to be rebuilt from the ground to really get the most out of the new APIs.

I suppose as Linux users we will benefit more because it is likely that the DX11-OpenGL gap can be bridged with Vulkan. Similar to what we see with The Talos Principle.
aras_p Sep 13, 2016
QuoteUnity 5 (and UE4 for that matter) are still thoroughly designed around the needs of the DX11 API. I'm not so sure they can simply port that to Vulkan (or DX12) and really have an optimal solution. It may simply be that the entire engine needs to be rebuilt from the ground to really get the most out of the new APIs.
Correct, it's not enough to do a naïve port to get good performance. That's why Unity (and UE4 for that matter) are changing underlying rendering code in a massive way to make it better match modern APIs like PS4/Vulkan/DX12/Metal. At least in Unity, a lot of graphics related code has been rewritten, and continues to be rewritten as we speak. It's a bit of a challenge to do that while "in flight" (i.e. not breaking existing games etc.), but it's what we're trying. My understanding is that other engines are doing the same.

(I work at Unity)
masteredu Sep 13, 2016
Quoting: arasp
QuoteUnity 5 (and UE4 for that matter) are still thoroughly designed around the needs of the DX11 API. I'm not so sure they can simply port that to Vulkan (or DX12) and really have an optimal solution. It may simply be that the entire engine needs to be rebuilt from the ground to really get the most out of the new APIs.
Correct, it's not enough to do a naïve port to get good performance. That's why Unity (and UE4 for that matter) are changing underlying rendering code in a massive way to make it better match modern APIs like PS4/Vulkan/DX12/Metal. At least in Unity, a lot of graphics related code has been rewritten, and continues to be rewritten as we speak. It's a bit of a challenge to do that while "in flight" (i.e. not breaking existing games etc.), but it's what we're trying. My understanding is that other engines are doing the same.

(I work at Unity)

WoW, you guys do an awesome job! I am very thankful for Unity, especialy for indie developers and more! There are a lot of very great games that just wouldn't have been possible to realize so fast, if not with Unity.

Thank you for your contribution to the Linux community, and developing such a healthy software, forcing the competition to change their game!
Ehvis Sep 13, 2016
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Quoting: arasp
QuoteUnity 5 (and UE4 for that matter) are still thoroughly designed around the needs of the DX11 API. I'm not so sure they can simply port that to Vulkan (or DX12) and really have an optimal solution. It may simply be that the entire engine needs to be rebuilt from the ground to really get the most out of the new APIs.
Correct, it's not enough to do a naïve port to get good performance. That's why Unity (and UE4 for that matter) are changing underlying rendering code in a massive way to make it better match modern APIs like PS4/Vulkan/DX12/Metal. At least in Unity, a lot of graphics related code has been rewritten, and continues to be rewritten as we speak. It's a bit of a challenge to do that while "in flight" (i.e. not breaking existing games etc.), but it's what we're trying. My understanding is that other engines are doing the same.

(I work at Unity)

Interesting. But doesn't that have negative a impact on DX11/OpenGL? Or is the new work completely separate?
DoctorJellyface Sep 13, 2016
Quoting: LukeNukemNa'Tosha Bard is awesome! She did most of the Linux port work for the editor IIRC.
That was Levi actually, Na'Tosha did the packaging but they're both involved in the community (Levi more though).

To the article though, this kinda explains why Unity on Linux only saw modest development in the last months. While I would personally rather see a better Linux editor this is cool too!
aras_p Sep 13, 2016
Quoting: EhvisInteresting. But doesn't that have negative a impact on DX11/OpenGL? Or is the new work completely separate?
Some parts are separate, some not. No negative impact really -- if anything, should see benefit on the old APIs too, primarily due to better data flows & structuring.
h47054 Sep 13, 2016
YAY now we will have even more Linux specific Unity bugs, cant wait!!!
vulture Sep 14, 2016
am i the only one who thinks that work on SDL is far better news than Vulkan news. Controllers in Unity games were flaky at best while OpenGL did its job with much less noticeable downside
Liam Dawe Sep 14, 2016
Personally, I just want their multi-monitor support to be improved.

Too many Unity games completely screw up with more than one monitor.

There's a Unity version where the launcher monitor picker doesn't even work too, more attention to stuff like that from Unity is a must.
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