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Croteam have put out yet another stable build of The Talos Principle [Steam], which brings improvements for the Vulkan version. I did some fresh benchmarks and the difference is quite amazing.

From the update notes:
Quote- General stability and performance improvements on Vulkan API.

To use the Vulkan version, you need to load the 64bit build of The Talos Principle and then switch to Vulkan in the graphics settings.

Here's some benchmarks done on my main rig, specifications: i7 5960x, 980ti, 1080p, Antergos + XFCE

image

Speaks for itself. This is hopefully the shape of things to come with Linux games powered by Vulkan, giving us a much more even chance against Windows versions of games.

I've tested other games that use Vulkan and all show improvements over OpenGL, but you will see for yourself whenever they get released. Article taken from GamingOnLinux.com.
Tags: Puzzle, Steam, Vulkan
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gurv Mar 2, 2017
In this Windows test, the reviewer gets ~128fps in DX11 / 1080p ultra with the same GPU as yours.
http://www.anandtech.com/show/10047/quick-look-vulkan-performance-on-the-talos-principle
So it seems Vulkan finally allows performance parity with Windows in this game!
Really looking forward to Feral's first Vulkan port :)
Kimyrielle Mar 2, 2017
I rarely look at performance numbers and benchmarks, as I am happy when game runs with enough FPS for me to be able to play it. I would however be curious if there are OTHER components holding back Linux performance other than OpenGL. In other words, if a game uses Vulkan on both Windows and Linux, would it perform exactly the same on both Linux and Windows? Or would Linux still be worse?
Gobo Mar 2, 2017
Wow, that nearly doubles the framerate on the lowest setting! Are there any bits of information about missing features compared to the OpenGL version? Those values seem too good to be true.
Leopard Mar 2, 2017
Quoting: KimyrielleI rarely look at performance numbers and benchmarks, as I am happy when game runs with enough FPS for me to be able to play it. I would however be curious if there are OTHER components holding back Linux performance other than OpenGL. In other words, if a game uses Vulkan on both Windows and Linux, would it perform exactly the same on both Linux and Windows? Or would Linux still be worse?

As far i as i know,Linux is better.At least at Dota2.Windows with Vulkan got a little a bit more fps than Linux Vulkan but gave more fps drops,while Linux version was more stable when last time i checked.I don't know current situation.

More important thing is,stability and having an api which doesn't limit the abilities of hardware.
Mountain Man Mar 2, 2017
Quoting: Comandante ÑoñardoObviously You gonna have good performance with that powerfull hardware... :|
I would like to see a benchmark with a more realistic and reachable hardware: core i3 and a GTX 750ti, for example.

And I would like to see the difference against the OpenGL mode, the Vulkan mode and the DirectX mode of the windows version of the game with the same hardware, so We can have more extensive information :)
He's comparing apples to apples, OpenGL vs Vulkan on the exact same hardware, and it's clear that Vulkan gives superior performance. It would seem logical, then, that it will give similarly superior performance to lower end hardware even if the raw numbers aren't the same.


Last edited by Mountain Man on 2 March 2017 at 9:41 pm UTC
PopTart Mar 2, 2017
Quoting: LeopardThere is no need for that reachable hardware.Look at his OpenGL performance.It's way terrible for that kind of hardware.That's how OpenGL kills the hardware.

Actually when game runs great;who cares about DirectX?

Agreed that the GL perf is terrible, though to be fair (perhaps not the right word) to GL, Talos uses version... 2.1? Ancient compared to what you can do with GL 4.5 or D3D11.
sr_ls_boy Mar 2, 2017
This doubled performance for my hardware.
dmacofalltrades Mar 2, 2017
When I select the renderer, it only offers the beta version of Vulkan. And if I select it, my system eventually hard freezes on me while playing. Has anyone else had this problem?
STiAT Mar 3, 2017
They told when released they're not even close to what can become of a proper Vulkan solutoins because they were basically wrapping DX11. They're starting to show what's possible, means they've very likely started to recode huge portions of their core. Which they said they would because they were waiting for this for years (so they maybe had plans - at least the developers who wanted to work on this).

I love their open communication, beta-build and development things. They're great.

I wish we could get them to an interview one day. Not very talky often, but always fun in their comments and ... so to say, great technology, which speaks for itself.

I would love to know though what experiences they made, Vulkan Windows/Linux and especially how they judge their "progression" now. It's quite some time since they said they're not even close, and they seem to get closer. How close are they now? I mean, they'd probably always say "not even close" but they even said in OpenGL "we can not get closer".. and they're one of the few I trust when they say it.


Last edited by STiAT on 3 March 2017 at 12:54 am UTC
psycho_driver Mar 3, 2017
Quoting: Comandante ÑoñardoObviously You gonna have good performance with that powerfull hardware... :|
I would like to see a benchmark with a more realistic and reachable hardware: core i3 and a GTX 750ti, for example.

And I would like to see the difference against the OpenGL mode, the Vulkan mode and the DirectX mode of the windows version of the game with the same hardware, so We can have more extensive information :)

i7-2600 (non K) with a GTX 960 here. Settings a mix of Ultra and High. 1080p

Vulkan FPS: 68
OpenGL FPS: 59.7
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