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Any chance of Vulkan support?

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FordGT90Concept
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Any chance of Vulkan support?

#1 Post by FordGT90Concept » Thu Jul 14, 2016 11:09 am

Not only will Vulkan work on Linux, Mac, and Windows, almost all cards tested show improvement with it over OpenGL (~5%) and huge improvements using AMD cards (~30%) in Doom. Unreal Engine also has support for it.

DirectX 12 support would be great too but when Vulkan does it all, why bother?

GTX 980 Ti: http://www.dsogaming.com/news/doom-bene ... omparison/
RX 480: http://www.extremetech.com/gaming/23152 ... ance-boost
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fanatictentacle
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Re: Any chance of Vulkan support?

#2 Post by fanatictentacle » Fri Jul 15, 2016 1:48 am

I can agree with that. Vulkan can be of great benefit for every user. But especially with low end specs. (Making the difference between unplayable and playable)

On the other hand, you are going to use unreal 4 engine for the tower? It has a quite high minimum spec to even run. Still those minimum spec users would benefit from it.

I tested the vulkan api in the new Doom. It gave me a jump from avg 120fps to avg 150fps ... with everything on ultra at 1200p. Strangely enough: the increase isnt that high at higher resolutions

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Re: Any chance of Vulkan support?

#3 Post by FordGT90Concept » Fri Jul 15, 2016 6:07 am

Yeah, The Tower is on Unreal Engine 4.

@duke9509 informed me that what I linked to was modded into the mobile version of Unreal Engine. Epic is not officially supporting Vulkan yet.
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4onen
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Re: Any chance of Vulkan support?

#4 Post by 4onen » Fri Jun 16, 2017 10:47 pm

As a graphics programming student, I feel that I have to point out that Vulkan isn't just a peripheral to be supported like Oculus Rift -- it's a straight-up rewrite of the graphics pipeline, requiring a better card and different drivers. If the game already exists to any extent in another graphics system (DirectX, OpenGL) then porting to Vulkan is almost as hard, if not harder, than porting to another operating system without abstraction libraries. In layman's terms, porting a Windows-only game to Vulkan would take as long as porting that game to a Mac without WINE.

Basically, it's not a drop and play solution, no matter what engine you're working in, sort of like how OpenGL isn't a drop and play solution for DirectX. There are tradeoffs.

Oh, probably the worst part is that supporting Vulkan means not supporting OpenGL or DirectX in that build. 3D graphics are a pick-one system for the underlying graphics card access. To keep support for older systems with no Vulkan, they'd need multiple builds maintained simultaneously, which means double the bugs and double the work.

Sorry if this post came out a little rambly; I'm pretty tired. Anyway, just my two cents on Vulkan support: it has to be a basic goal of the project, not a late add-on. OpenGL (or DirectX, though that's Windows dependent) will work just fine on Vulkan cards for the foreseeable future, so why lose backwards compatibility? I say don't bother.

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Re: Any chance of Vulkan support?

#5 Post by FordGT90Concept » Sat Jun 17, 2017 11:24 am

Until Epic officially supports it in the engine, IDGI isn't going to pursue it. As of 10 days ago:

https://forums.unrealengine.com/showthr ... atus/page4
Q: How much longer till the Desktop version of Vulkan becomes Stable?
A: We're actively working on it. While not making any promises :D I'm personally aiming for 4.17 to have a way better experience.

Not sure if IDGI is using a custom deferred renderer again. If they are, that creates a huge amount of work on top of everything else meaning Vulkan support is unlikely. If IDGI is sticking to the UE4 basics, compiling the game in 4.17 might be enough to make the Vulkan option available.
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