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The Zink driver for OpenGL over Vulkan shows good performance on NVIDIA

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Recently developer Mike Blumenkrantz wrote an interesting post in regards to a future upgrade to Zink, the driver that provides an OpenGL implementation on top of Vulkan and the performance with it is looking impressive.

The new upgrade coming is called Copper. To keep it simple enough for most readers, it will allow Zink to avoid existing problems with the way the driver works and get rendering done more directly. The result of it has been shown off today, where Blumenkrantz tested the newer work with the NVIDIA 495.44 driver on an RTX 2070 and benchmarking Feral Interactive's port of Tomb Raider.

Interestingly, it seems later NVIDIA drivers don't quite render Tomb Raider correctly, even so the performance seems acceptable to test against (and if it did 100% render, performance might even be lower). The results speak for themselves on this one. First up the port with OpenGL:

And then when run through Zink:

Blimey. The average FPS went from 121.3 to 151. That's not exactly a small increase. As Blumenkrantz explains though, that performance difference is not currently likely to be matched in other games but it at least shows exactly how impressive Zink is.

Since everyone is going in with Vulkan now though, eventually OpenGL would probably be deprecated and not see much in the way of fixes or improvements. Eventually then perhaps, we might end up seeing Zink as the better way to run things that use OpenGL, even officially by GPU vendors. The future for Linux gaming certainly is interesting.

Article taken from GamingOnLinux.com.
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22 comments
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mirv 19 Nov, 2021
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Quoting: whizse
Quoting: MayeulCI still can't run RAGE withouth graphical issues (I had the same issues when the game was released, back them on AMD/windows/catalyst, and now on AMD/RadeonSI). I wonder if zink would help here.
Sounds like a good idea to try and an interesting test case for Zink. Rage is indeed quite buggy and and is one of those freaks of nature that uses a compatibility context.

Does it use shared contexts to try introduce multithreading into OpenGL? That was a thing for a while, and almost always failed miserably.
AzP 19 Nov, 2021
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Quoting: Ehvis 
Since everyone is going in with Vulkan now....


Only games. There is a whole world out there that is not games and I don't see that world switching any time soon. If at all.

We develop medtech software that uses Vulkan. We have 2 products, where the older one has a 15 year old OpenGL code base, and a newer one that is about 3 years old. We chose Vulkan for the newer one and hopefully we can port the older code base on the coming years.


Last edited by AzP on 19 November 2021 at 7:26 pm UTC
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