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Vulkan
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Thread replies: 55
Thread images: 8
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Vulkan is DOA.

>30% slower than DX11
>not even comparable to DX12
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>>53018588
Who cares? It's called Vulkan.
>>
>>53018588
It's 20% faster than the leading graphics library for games, what more do you want?
>>
it is already beating open gl few hours into release
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>>53018588
I don't need more than 60fps so it's already a win for me

Winshit is dying
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>>53018588
RIP OpenGL
>>
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this is just the fist port to vulkan without any optimization. do not be a fucktard and do not take this benchmark meme seriously.
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>>53018588
>faster than opengl without optimisation
this is a good thing
>>
Link to review?
>>
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>LITERALLY day one
>LITERALLY no optimization done
>already 120-200% performance of openGL it tries to replace
>while being crossplatform meaning everyone from andropoverty smartphones to consoles benefitting from it.

DX had a serious performance advantage over openGL.
It won't have over Vulkan.

Microsoft only needs to accept it and embrace it.
>>
>>53018820
lol, it can't even beat last gen dx
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>>53018833
lol M$ forevah rite ?
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>>53018833
Read my post again
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>>53018588
everything amd touches is shit
>>
>>53018588
Is vulkan and opengl benches from linux or windows implementations?
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>>53018909
I'd imagine Windows, given it's on the same graph as DX 11
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>>53018873
Mantle was actually faster than dx11 and dx12
>>
>>53018909
they are under windows, take 20% performance off for it to be under linux
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>>53018919
faster at burning your house down
>>
>>53018588
pretty great for day one tbqh.
>>
>>53018833
> last gen
> DX12 isn't out yet

DX11 has been on the market for years, which means lots of optimization happened, Vulkan is almost at the same level on day fucking one, and it's multi-platform and has better multi-core support.
>>
>>53019218
but that was nvidia

u dumb shill
>>
>>53018588
That's actually pretty great for 1.0,
>>
>>53018588
This is just with a simple OpenGL→Vulkan wrapper. This isn't with an rendering engine built for Vulkan (though CroTeam is going to do that eventually for this game).
http://steamcommunity.com/app/257510/discussions/0/412447331651559970/#c412447331651997070
>>
>>53019256
dx12 is out, just not for this game
>>
>>53019276
and now it's the rebrandeons
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>>53019485
they're all rebrands except the flagships, AMD got the idea from NVidia
>>
>>53018588
HAHAHAHAHA
OPEN SOURCE BTFO
>>
>>53018820
>already 120-200% performance of openGL it tries to replace
it doesn't matter what it fucking replaces, it matters where is it relative to the competition which is directX.

this is the same stupid reasoning I hear in AMD threads
>hur 40% more IPC over excavator
too bad excavator is shit!
>>
>>53018820
>already 120-200% performance of openGL it tries to replace
200% of 0 is still 0
>>
>>53021606
>it doesn't matter what it fucking replaces, it matters where is it relative to the competition which is directX.

Except the gaming industry is moving more and more every year to Consoles and Mobile, where DirectX runs on Xbones and Windows Phones only (both minorities compared to iphones and PS4s). So for the majority of these growing markets, OpenGL and other multi-plat APIs is what Vulkan needs to target, and it's beating them obviously.

In the WUNDOWS GAYMAN community, DirectX will still reign supreme. For everyone else, Vulkan is exciting.
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>>53018588
>that OpenGL performance
Jesus Christ who wrote this piece of shit?
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>>53018757
>>53018776
>>53018820
these.
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>>53018588
>that improvement over opengl
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>>53019324
Holy fuck, a 30~â„… performance increase just by dropping in a wrapper
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>>53018833
>>53021606
>>53021660
>>>/india/
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>>53022185
India is where the poorfag opensource users belong
>>
so it's better than opengl

too bad nobody cares about opengl, it's all about dx and dx is kicking vulkans butt, damn it's not even dx12 but dx11

DOA
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>>53022263
>what is Linux
dx is only on Windows you fucking idiot
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>>53022293
>linux
>>
anyone try out any of the Vulkan demos yet?
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>>53018852
I did. Now what?
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>>53018820
>already 120-200% performance of openGL it tries to replace
God I wish people learnt maths before making claims like these
>>
>>53022263
https://steamcommunity.com/app/257510/discussions/0/412447331651720139/

>A: Let me put it this way: When The Talos Principle came out, it had a very similar frame rate in DirectX 9 vs DX 11. But then we optimized the game, and the drivers were optimized in the meantime, and now D3D11 is 20-30% faster than D3D9! I have a firm belief that this will also happen to Vulkan vs D3D11, over time However, for now you can actually expect lower frame-rate compared to D3D11. C'mon, it's brand new API, give it some time. :)
>>
>>53019518
Some actual have wider buses .
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>>53022342

You kill yourself you stupid faggot
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>>53022812
you first
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>>53022498
Well the graphs show vulkan being between once and twice AS good as opengl. That's between 100% and 200% of opengl.
It's not like he said 120-200% /better/ performance than opengl.
>>
>>53019324
>though CroTeam is going to do that eventually for this game
tybslavs
>>
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About fucking time. I don't give a shit about a performance hit, if i can finally play my gaymes on linux I'll kick microshit to the curb for good.

Fuck windows.
>>
How happened DirectX is such an overwhelmingly superior technology compared to the competition?
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>>53018833
DESIGNATED
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>>53023348
Proprietary software backed by billion dollar companies will always shit all over anything freetard hobbyists can produce in their spare time
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>>53023315
>2016
>Gaymen
At least you are ditching wingblows
>>
>>53022263
Engine design for Vulkan consists of three major parts:\

1)
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.

2)
Use Vulkan for multi-threaded rendering. Our engine is designed really well for multi-threaded rendering, but we have only our wrapper for it - calls to graphics API (like Vulkan) are not multi-threaded. Yet.
That being said, this is the next step what we'll do. And probably release that also as patch for Talos. I tried to do that with Direct3D 11 long time ago (support for its deffered contexts), but it was too much pain and too little or even no gain. :( That's just one of reasons why we decided to stick with our own approach for MT renderer for that long. :/

3)
Redesign engine for Vulkan. This is the biggest step and can be split in two:

3a)
Precache all rendering states (which mostly mean materials in game) up front. This will make rendering calls much simplier and faster. So, instead of deciding at rendering time what is needed for a material to be rendered via Vulkan, do this at loading time and then when material needs to be rendered just give it to Vulkan, via one or two simple function calls.

3b)
Precache all geometry, material, textures, everything that is needed for rendering an object up front. This basically creates so called command buffer ready for Vulkan, and nothing extra needs to be set or created at render time.

3rd part of port is, obviously, the most complex one, and it'll take time to change engine design for it, step-by-step.

Cliffnotes:
>All that was done was add a wrapper(!)
>It's not even multi-threaded yet (which is where mantle, vulkan and dx12 shine in comparison to dx11, due to getting a much greater number of draw calls)
>There was no optimisation done on their behalf, like precaching rendering states, geometry, material, textures and so on
Thread replies: 55
Thread images: 8

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