If other triple A devs could follow then we [I]migth[/I] start seeing some ports for mac/*nix
Vulkan is super neat.
a vulcan toggle in a game's settings is literally a "make this run better" button if you have an AMD card
I've heard vulcan is like 10x harder than openGL or directX for the developers. Is there any truth to that?
If it's not too bad I might consider learning how to use it myself
I hope it doesn't bite them back in the end, especially if they plan to completely drop directx.
[QUOTE=Octopod;51988827]I've heard vulcan is like 10x harder than openGL or directX for the developers. Is there any truth to that?
If it's not too bad I might consider learning how to use it myself[/QUOTE]
It's a properly asynchronous API, which means changing up a lot of how you think about rendering. Everything is queued up now, and the GPU drivers handle the execution rather than you just requesting operations directly.
Any API that becomes asynchronous really fucks with developers who are used to synchronous or partially-async development because you have to be much, much more careful with how you do, well, anything really.
10x harder might be an overstatement, but it will require a fair bit of experimenting in to get going. I've yet to really try it myself, time-to-triangle in OpenGL 3.2+ is quite low due to it just working, but Vulkan I have no idea.
[QUOTE=Octopod;51988827]I've heard vulcan is like 10x harder than openGL or directX for the developers. Is there any truth to that?
If it's not too bad I might consider learning how to use it myself[/QUOTE]
Vulcan is essentially the DX12 to OpenGL and had started development a little bit after AMD did their Mantle API, and is built using pieces of said API.
A few games are utilizing it (Law of Talos, DOOM, DotA 2,) as well as some emulators (Dolphin, PPSSPP, and apparently RPCS3x)
That and it's just lower level in general. It's up to you to handle cleaning up of resources for the most part it seems.
[QUOTE=Octopod;51988827]I've heard vulcan is like 10x harder than openGL or directX for the developers. Is there any truth to that?
If it's not too bad I might consider learning how to use it myself[/QUOTE]
I've worked with it a very little bit. One problem is that it's not used enough to have a butt load of documentation and other people to use as resources when you run into bugs and stuff, etc. It's harder, but usable if you're dedicated enough to rethinking how you do rendering and stuff.
I'm not sure I like them dropping DirectX completely, I like having as many options as possible, but I'm glad we've got another game to add to the list of games that use Vulkan.
[QUOTE=gk99;51989093]I'm not sure I like them dropping DirectX completely, I like having as many options as possible, but I'm glad we've got another game to add to the list of games that use Vulkan.[/QUOTE]
Nah, it's better to drop DirectX. Vulkan is open source, open platform. Vulkan is better for everyone.
[QUOTE=meppers;51988609]a vulcan toggle in a game's settings is literally a "make this run better" button if you have an AMD card[/QUOTE]
[I]If[/I] Vulkan is implemented right.
They've been in the talks about migrating to one of the new render API's for awhile as its pretty integral to the game. It just turns out they probably used Vulcan so that their Win7 user base doesn't get left behind as opposed to DX12.
[QUOTE=Saxon;51989366]They've been in the talks about migrating to one of the new render API's for awhile as its pretty integral to the game. It just turns out they probably used Vulcan so that their Win7 user base doesn't get left behind as opposed to DX12.[/QUOTE]
The promised Linux support essentially mandated an alternative to DX12 after MS shackled it to Win10, too.
[QUOTE=Saxon;51989366]They've been in the talks about migrating to one of the new render API's for awhile as its pretty integral to the game. It just turns out they probably used Vulcan so that their Win7 user base doesn't get left behind as opposed to DX12.[/QUOTE]
Moving to either would have put a hard floor in the GPU support either way, so why not go with the open platform in the end anyway!
[QUOTE=nagachief;51989127]Nah, it's better to drop DirectX. Vulkan is open source, open platform. Vulkan is better for everyone.[/QUOTE]
That was the same advantage of OpenGL compared to DirectX for how many years now ?
I don't understand why you would use DirectX 12 over Vulkan.
They essentially serve the same purposes except that the latter is more open and supports many additional platforms.
[QUOTE=nagachief;51989127]Nah, it's better to drop DirectX. Vulkan is open source, open platform. Vulkan is better for everyone.[/QUOTE]
I like to futureproof. Who knows what might happen and accidentally cause some sort of incompatibility years from now?
One thing to keep in mind: While I'm sure Ali isn't making shit up, it's important to know that forum posts are simply that -- the individual dev posting their opinions/with their knowledge. They may not have the full story or may have outdated or incomplete information. This news story is based entirely on a forum post.
I believe that Ali is correct about CIG's plans to choose Vulkan for the long-term, but a forum post (unless it's by Chris Roberts) isn't official, vetted-by-legal policy. The true details may vary a little bit from the info we have right now.
[editline]20th March 2017[/editline]
[QUOTE=gk99;51989687]I like to futureproof. Who knows what might happen and accidentally cause some sort of incompatibility years from now?[/QUOTE]
Vulkan's an open standard, unlike DX, so the likelihood is that a Vulkan-based solution would be in a better position to correct any problems like that than if Star Citizen hitched itself to Microsoft's Win10-only proprietary solution.
Vulkan also comes with the bonus of having a complete conformance suite, to be certified as a Vulkan driver you have to pass the entirety of it.
Having the conformance suite means you don't need to worry as much about driver incompatibilities in the future, since any regressions or other breaking changes will be caught by the tests.
[QUOTE=elixwhitetail;51989880]
Vulkan's an open standard, unlike DX, so the likelihood is that a Vulkan-based solution would be in a better position to correct any problems like that than if Star Citizen hitched itself to Microsoft's Win10-only proprietary solution.[/QUOTE]
So good thing the whole point of my post is that I don't want just a singular solution?
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