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For reality check read "Talos Principle" FAQ on their Vulkan port (probably the most complex non-toy Vulkan application you can try today): http://steamcommuni
by bd 11y ago
For reality check read "Talos Principle" FAQ on their Vulkan port (probably the most complex non-toy Vulkan application you can try today):
http://steamcommunity.com/app/257510/discussions/0/412447331651720139/ http://steamcommunity.com/app/257510/discussions/0/412447331...
TLDR: optimism for the future but right now performance is actually noticeably worse than their DirectX 11 rendering backend.
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A: Ok, first, in GPU-bound scenarios (ultra settings, resolution higher than full HD), you'll see lower performance, 20 to 30% lower. This is work in progress, and we (both Croteam and IHVs) are analyzing and optimizing the performance. We'll get to the bottom of this!
Q: And CPU-bound scenarios?
A: Same or a bit faster. But for now, those scenarios really have to be super-CPU-bound. Like, rendering whole levels, without any help from visibility system, frustum, distance or occlusion culling.
- tux1968 11y agoYou're right about the current status, but there is no reason to believe that there is any architectural issue in the way of performance parity with DirectX. This is a necessary first step, and there is a lot of reason for optimism :-)
- ramy_d 11y agoIndeed, from their Q&A http://steamcommunity.com/app/257510/discussions/0/412447331651720139/ http://steamcommunity.com/app/257510/discussions/0/412447331... 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. :)
- 0xcde4c3db 11y agoThere's a similar performance hit going from DX11 to OpenGL for Talos Principle. According to one developer, it has something to do with OpenGL drivers having a "weak shader optimizer" [1]. [1] https://steamcommunity.com/app/257510/discussions/0/612823460267445825/#c612823460271377059 https://steamcommunity.com/app/257510/discussions/0/61282346...
- imtringued 11y agoBut it's still faster than if you use OpenGL. For now all they did was write a simple wrapper to use vulkan instead of opengl. They are still working on improving it just like they did with DirectX 11.