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Epic Games have done a talk at SIGGRAPH 2017 and it turns out they're looking to make Vulkan the default API for exported Linux games.

The Epic Games presentation starts from 1:18:45. If you listen at 1:21:55 it's mentioned a few seconds later that Vulkan will be made the default for Linux.
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Hopefully this will help the developers who've been having lots of issues with OpenGL in Unreal Engine, like EVERSPACE.

It sounds like Epic are actually putting quite a bit of focus on Vulkan, which is great. If you have access to their github, you can actually run the editor with Vulkan right now by passing "-vulkan" to it when you launch it.

Thanks for the email mirv! Article taken from GamingOnLinux.com.
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GustyGhost Aug 3, 2017
And we were beginning to wonder if Epic had forsaken EU4 on Linux. But does this mean that all the current OpenGL issues (thinking of ARK, et al) will never get fixed?
Pecisk Aug 3, 2017
Nice vote of confidence towards Vulkan API support for Linux.
Ehvis Aug 3, 2017
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Quoting: AnxiousInfusionAnd we were beginning to wonder if Epic had forsaken EU4 on Linux. But does this mean that all the current OpenGL issues (thinking of ARK, et al) will never get fixed?

They still released Fortnite last week with only Win+Mac support. Do they have Metal support for that or is the OpenGL support actually good enough?

ARK devs already said that OpenGL won't be fixed and that they will switch to Vulkan for that. In ARK time of course.
mad_mesa Aug 3, 2017
Too bad they're not committing to Vulkan as the default on every platform that has support for it.
Pecisk Aug 3, 2017
Quoting: GuestHLSL support means less work for porting games from DirectX?
https://youtu.be/bjE-sCkgC7o?t=8m1s

They would generate Vulkan shader language using HLSL thus decreasing time required for porting. Or I got it wrong :)
GustyGhost Aug 3, 2017
Quoting: EhvisThey still released Fortnite last week with only Win+Mac support. Do they have Metal support for that or is the OpenGL support actually good enough?

ARK devs already said that OpenGL won't be fixed and that they will switch to Vulkan for that. In ARK time of course.

That would be for Metal API, I don't know if there is an option to run openGL but I doubt it as they were building for Metal for more than a year.
Ehvis Aug 3, 2017
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Quoting: Pecisk
Quoting: GuestHLSL support means less work for porting games from DirectX?
https://youtu.be/bjE-sCkgC7o?t=8m1s

They would generate Vulkan shader language using HLSL thus decreasing time required for porting. Or I got it wrong :)

They want a HLSL to SPIR-V compiler. IIRC, that is already being worked on by someone.
silmeth Aug 3, 2017
glslang actually currently can compile a lot of HLSL, at least modern one (D3D10 era and later), here is the github issue following the progress, and as I understand it, it is pretty usable right now and actually can compile a lot of DX shaders for Vulkan.

On the other hand, the work there does not focus on earlier D3D9 era HLSL, and cannot compile such old code. But the guy from VK9 (Vulkan implementation of D3D9 API) works on a D3D9 shaders → SPIR-V transpiler – but he tries to compile from binary (not HLSL code), as his aim is to run D3D9 binaries.

EDIT: and following a link from the comments of the glslang issue – it seems Microsoft also works on their own open-source HLSL → SPIR-V compiler. Interesting times we live in.


Last edited by silmeth on 3 August 2017 at 4:00 pm UTC
veccher Aug 3, 2017
This is on their trello since the begin of the year, still waiting for the launch
Whitewolfe80 Aug 3, 2017
Quoting: AnxiousInfusion
Quoting: EhvisThey still released Fortnite last week with only Win+Mac support. Do they have Metal support for that or is the OpenGL support actually good enough?

ARK devs already said that OpenGL won't be fixed and that they will switch to Vulkan for that. In ARK time of course.

That would be for Metal API, I don't know if there is an option to run openGL but I doubt it as they were building for Metal for more than a year.

I dont know for sure but Metal is based on vulkan with some changes, wondering how much code change it would take for vulkan version for linux.
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