Vulkan/OpenGL Next Generation Initiative: unified API for mobile and non-mobile devices.

Discussion in 'Rendering Technology and APIs' started by Deleted member 13524, Aug 11, 2014.

  1. pharma

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    CryENGINE Is Planning To Deliver Its Vulkan Support In About Two Months
    https://www.phoronix.com/scan.php?page=news_item&px=CryEngine-5.3-Vulkan-Coming

    CryEngine Roadmap
    https://www.cryengine.com/roadmap
     
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  2. Malo

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    Wow CryEngine with both DX12 and Vulkan will really open up the options for developers. I wonder how hard it would be for existing projects to shift to Vulkan.
     
  3. Ike Turner

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    A CryEngine that doesn't utterly suck (especially in terms of support, documentation, stability) is vastly more important than supporting every API under the sun IMO. There isn't a single AA/AAA game since Ryse and Everybody's Gone to Rapture using it and there's a reason behind that..it's not that good.. The new Prey doesn't look to hot but this may be because the state of engine licensed back when the deal was struck was sh@t (3 years) and Arkane is stuck with this older version ... Star Citizen is the other one but then again the Frankfurt team is for the most part composed of ex-Crytek engineers which jumped ship 2 years ago (when Tiago Sousa went th id Software).. so at least they know how to use it even thought the "game" in its current state isn't really something to brag about.... such a shame given that this engine was so advanced back then (it still is but Crytek's situation in the past 5 years really didn't help)
     
    #243 Ike Turner, Aug 22, 2016
    Last edited: Aug 26, 2016
  4. milk

    milk Like Verified
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    I stopped caring much about the success of cryengine by now, as the other engines have caught up for the most part. There isn't much about cryengine that puts it much ahead of its competitors now.
     
  5. pharma

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    Vulkan 1.0.25 Moves To Single-Branch Model, Adds NVIDIA Extensions
    http://www.phoronix.com/scan.php?page=news_item&px=Vulkan-1.0.25-Released
     
  6. Rikimaru

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    VK_NV_external_memory, VK_NV_external_memory_win32
    Why they are different extensions?
     
  7. Philip

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    There's one extension for the cross-platform parts of the feature, and N extensions for the platform-specific parts (e.g. Win32 HANDLEs and D3D interoperability). Currently N=1 but they could add more without duplicating the common bits.

    It's similar to Vulkan's WSI, which has some common extensions plus half a dozen platform-specific ones.
     
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  8. pharma

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  9. lanek

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    I Was find their result strange when remember some older test from them with AMDGPUPro 16.20 http://www.phoronix.com/scan.php?page=article&item=dota2-vulkan-redux&num=3

    And effectively: Update (10 November 2016): It appears the slowdowns with 16.40 may be due to running it on an unsupported (4.8) kernel. Additional tests happening now.
     
    #249 lanek, Nov 11, 2016
    Last edited: Nov 11, 2016
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  10. dogen

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  11. sebbbi

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    This is significantly better than ExecuteIndirect. Allows changing shader per draw call. A major new feature. Other minor improvements include SoA layout for command arguments (faster access and easier to partially update) and a sequence index buffer (for sorting / culling draws easily). Command arguments also have separate frequency each (allows changing state/shader at lesser frequency = perf boost).

    I hope all three PC IHVs will support feature like this soon. Current extension is limited to Nvidia hardware.
     
    #251 sebbbi, Nov 17, 2016
    Last edited: Nov 17, 2016
  12. Rodéric

    Rodéric a.k.a. Ingenu
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    Yes we are getting closer to having an async GPU now.
     
  13. dogen

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    Yeah, I know it said it was improved. It just came out that way. :razz:
     
  14. Silent_Buddha

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    So, potentially a big deal. Apparently AMD and Bethesda have inked a marketing deal where all Bethesda games in the future will be using Vulkan with AMD likely providing support in implementing Vulkan.

    It makes sense considering how well Vulkan worked for the Doom re-imagining. As well as how invested AMD have been in promoting and supporting Vulkan.

    Regards,
    SB
     
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  15. Malo

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    I wasn't really paying attention to that part, anything online about it? Sounds like an awesome deal for everyone, especially for AMD though.
     
  16. Ike Turner

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    http://www.anandtech.com/show/11164...ction-for-vr-vega-gets-a-server-customer-more

     
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  17. Both id software (under Bethesda) and Epic Games in cahoots with AMD during one of their presentations.
    Who would've thought this would happen 5 years ago when Rage launched from id and Bulletstorm launched as a TWIMTBP?

    Another interesting thing is Epic developing an UE4 version with forward rendering for better AA in VR.
     
  18. Anarchist4000

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    That's just a matter of current VR leaving a lot to be desired in regards to performance. The important part of the partnership probably relates to the async reprojection abilities. It stands to reason current AMD hardware is better at that and rendering the native framerate of future HMDs likely isn't practical. Best option for testing decoupled rendering for the time being. That would affect more than just VR as well. No reason a standard game couldn't be warping the scene at 120+Hz while the game actually renders 30fps.
     
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  19. Alexko

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  20. cheapchips

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    Presumably that means that Lumberyard has made/is making the switch to Vulkan, since SC moved over to that version of Cryengine?
     
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