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

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CryENGINE Is Planning To Deliver Its Vulkan Support In About Two Months
The middle of October is when Crytek should be publicly rolling out their Vulkan API support in the CryENGINE.

Crytek has put out their CryENGINE roadmap for the next few months, including specific items planned for CryENGINE 5.2 and 5.3.

CryENGINE 5.2 is imminent with DirectX 12 multi-GPU support, its complete DX12 renderer, full C++11 support for engine code, potential PhysX support, and more.

With CryENGINE 5.3 due out in mid-October is when the developers are planning the full support for the Vulkan graphics API. Also planned for 5.3 are other graphics/rendering updates along with audio improvements, sandbox enhancements, and more.
https://www.phoronix.com/scan.php?page=news_item&px=CryEngine-5.3-Vulkan-Coming

CryEngine Roadmap
https://www.cryengine.com/roadmap
 
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.
 
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)
 
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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.
 
Vulkan 1.0.25 Moves To Single-Branch Model, Adds NVIDIA Extensions
With Vulkan 1.0.25, the Vulkan repository is setup as a "single-branch" model whereby all extensions are included in the source tree. When running the Makefile job, users/developers can opt whether to include all of these extra extensions or not.

The new extensions added to this single-branch model for Vulkan 1.0.25 include some NVIDIA-developed Vulkan additions: VK_NV_external_memory_capabilities, VK_NV_external_memory, VK_NV_external_memory_win32, and VK_NV_win32_keyed_mutex.

Details on the changes for Vulkan 1.0.25 can be found via this GitHub commit. Meanwhile, nothing new to report yet on Vulkan-Next.
http://www.phoronix.com/scan.php?page=news_item&px=Vulkan-1.0.25-Released
 
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.
 
OpenGL vs. Vulkan With AMDGPU-PRO 16.40, Compared To NVIDIA On Linux - 8 November 2016
http://www.phoronix.com/scan.php?page=news_item&px=AMDGPU-PRO-16.40-VLK-NV

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.
 
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https://developer.nvidia.com/device-generated-commands-vulkan

New Vulkan extension for ExecuteIndirect like functionality.
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.
 
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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.

Yeah, I know it said it was improved. It just came out that way. :p
 
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
 
I wasn't really paying attention to that part, anything online about it? Sounds like an awesome deal for everyone, especially for AMD though.
 
I wasn't really paying attention to that part, anything online about it? Sounds like an awesome deal for everyone, especially for AMD though.
http://www.anandtech.com/show/11164...ction-for-vr-vega-gets-a-server-customer-more

Meanwhile, the company has also announced that they have inked a major technology and marketing partnership deal with publisher Bethesda. Publisher deals in one form or another are rather common in this industry – with both good and bad outcomes for all involved – however what makes the AMD deal notable is the scale. In what AMD is calling a “first of its kind” deal, the companies aren’t inking a partnership over just one or two games, but rather they have formed what AMD is presenting as a long term, deep technology partnership, making this partnership much larger than the usual deals.

The biggest focus here for the two companies is on Vulkan, Khronos’s low-level graphics API. Vulkan has been out for just over a year now and due to the long development cycle for games is still finding its footing. The most well-known use right now is as an alternative rendering path for Bethesda/id’s Doom. AMD and Bethesda want to get Vulkan in all of Bethesda’s games in order to leverage the many benefits of low-level graphics APIs we’ve been talking about over the past few years. For AMD this not only stands to improve the performance of games on their graphics cards (though it should be noted, not exclusively), but it also helps to spur the adoption of better multi-threaded rendering code. And AMD has an 8-core processor they’re chomping at the bit to start selling in a few days…

From a deal making perspective, the way most of these deals work is that this means AMD will be providing Bethesda’s studios with engineers and other resources to help integrate Vulkan support and whatever other features the two entities want to add to the resulting games. Not talked about in much detail at the Capsaicin event was the marketing side of the equation. I’d expect that AMD has a lock on including Bethesda games as part of promotional game bundles, but I’m curious whether there will be anything else to it or not.
 
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.
 
Another interesting thing is Epic developing an UE4 version with forward rendering for better AA in VR.
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.
 
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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