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Latest Comments by STiAT
Vulkan 1.0 specification and SDK have been released
18 Feb 2016 at 1:13 am UTC

Quoting: wolfyrionI want to believe that is still too early to judge Vulkan API.

Vulkan API has to be superior or at least on par with DirectX otherwise cant see the point of a new API :(
10 FPS More than OpenGL is disappointing. Oh well lets hope things will be better...
It is too early. Optimization in drivers and engines is badly needed. Time will tell, the next 6 month up to a year.

Vulkan 1.0 specification and SDK have been released
18 Feb 2016 at 1:00 am UTC

Quoting: rkfgBTW, what if Wine/eON implements their D3D translation in Vulkan? Could it give any significant boost or reduce hitching?
Highly depends ln, they are still wrappers. Considering DX12<->Vulkan probably, they have a very similar way they work.

For existing applications it's very likely a complete rewrite of eon/wine DX API with a lot of more work to be done.... huge task which I do not see happening. I doubt it.

So my guess is that they will stick with what they have and try to map DX12 to Vulkan. But there always vave been people out there doing crazy things, so nobody would know.

Vulkan 1.0 specification and SDK have been released
18 Feb 2016 at 12:44 am UTC

Quoting: Guest
Quoting: GuestI was talking about implementing Vulkan into the game, to help the FPS, just as switching to openGL improves the FPS in WINE.
Switching WoW to OpenGL actually makes it run much slower here.
Can not say that, specs would be interesring. I get 60+ fps on ogl and 25-30 on DX on a 770.

Qt Company joins Khronos Group and promotes Vulkan
18 Feb 2016 at 12:34 am UTC

Don't get your hopes up. The first step would be refactoring for threaded rendering for KWin and implementing it, which is very likely 70% of the work.

Martin correctly says, for the number of calls, I personally think threaded rendering with OGL (ye, thats possible to a certain degree) would help almost the same performance whise as a threaded implementation with Vulkan.

Thats not dissing the amount of stuff kwin does, but it is considerably less than a game engine.

Threaded rendering would help kwin most. Faxt is, this is really complicated stuff, and a lot of work.

I personally consider kwin "good enough", or rather the best composite window manager available. It would benefit in a few cases, but I really doubt you would go "whee" with a changed implementation. Huge issue is still Xorg, not Kwin actually ....

Nvidia releases an open-source Vulkan C++ API, it's now on github
18 Feb 2016 at 12:21 am UTC

Quoting: GuestI ask me if there will be a C Wrapper
C wrapper? Vulkan A PI is in C.

Pillars of Eternity: The White March - Part II is now available
17 Feb 2016 at 12:14 pm UTC Likes: 3

Too many good games, releasing too fast. I ain't got enough time to play everything I want to play :-(.

Qt Company joins Khronos Group and promotes Vulkan
17 Feb 2016 at 12:09 pm UTC Likes: 1

It's actually a matter of time KWin guys have. There is mainly Martin working on this kind of stuff, and there currently the Wayland port is still going on.

Changing the rendering structure is one thing, that is a huge refactoring, but even more, all effects/shadows etc. would have to be reimplemented.

Wayland + Vulkan would be like... writing a complete Vulkan based threaded compositing window manager for Wayland from scratch. That alone would take Martin a few years I guess, even with his experience. My bet still goes for that he'll get interested in it and he'll dabble with it once he considers Wayland-Port "stable & done"

AMD state they will support Vulkan on Linux in an upcoming amdgpu driver, not ready yet
17 Feb 2016 at 10:42 am UTC

Quoting: PeciskCan you AMD supporters cut the drama for once? When AMD gets criticized objectively for having performance issues, it's Nvidia who's guilty (and sometime it is, but not for everything). Now AMD is bad because they take their time with getting their own turf in order.

It's tiresome.
I see it the same way, it's not as if we had a dozen of games available making direct use of Vulkan yet. Actually, we don't even have one yet, and will have one in the next few days.

Developers won't care too much, since Linux won't be their focus platform right now when they're developing games, so it will very likely be okay if AMD releases later.

And it's certainly not as if we'll see a HUGE performance boost right away anyway. My guess is, that there will be a lot of optimization in the engines and drivers over the coming year, as it has been with DirectX12 where certain driver releases pushed performance of some games for up to almost 50 %.

AMD state they will support Vulkan on Linux in an upcoming amdgpu driver, not ready yet
17 Feb 2016 at 10:37 am UTC

I really do hope this doesn't turn into OpenGL all over again with such extensions, but only time will tell.
Oh, that we'll certainly see. The same as the windows drivers offer features not being in DirectX (in example the NVidia HarWorks). That are selling points for the hardware vendors, patented things to get into games, make games look better on their hardware and getting their logo into the loading screens.