Latest Comments by natewardawg
Ballistic Overkill updated as promised with Vulkan, but it's now completely broken (UPDATED with temp fix)
17 May 2017 at 11:57 pm UTC
17 May 2017 at 11:57 pm UTC
Interesting, I just re-ran it (edit: Viking Village) using "Fastest" and it's getting 80 fps with Vulkan, but 70 fps with OpenGL. Looking at my system monitor under Vulkan it's cleanly using about 25% CPU on all cores and GL is using a sloppy 20% on the cores, which makes sense and explains the higher framerate.
So, it'll be nice when they can get Vulkan outperforming their OpenGL implementation when the game's played at higher settings.
So, it'll be nice when they can get Vulkan outperforming their OpenGL implementation when the game's played at higher settings.
Ballistic Overkill updated as promised with Vulkan, but it's now completely broken (UPDATED with temp fix)
17 May 2017 at 11:40 pm UTC Likes: 1
For the Viking Village I just got everything rebaked and threw my fps counter in there. Eyeballing it, OpenGL is getting about 42 fps at the beginning of the camera loop and Vulkan is getting 35 fps. This is on an Nvidia GTX 960 using Berserk settings, fullscreen, at 1920x1080.
So, that's consistent with what I've been seeing with my own games. I'm sure Vulkan will flip and be better than GL in future Unity updates. But for now, it's nice just to see they got Vulkan rendering everything properly. :)
I'll probably skip downloading and updating "The Courtyard" right now because, like you, I'm feeling lazy right now. :)
17 May 2017 at 11:40 pm UTC Likes: 1
Quoting: dubigrasuHaha, I know what you mean.Quoting: natewardawgAh, not that :)Quoting: dubigrasuI still have the projects yes, but it will probably take a while to rebuild them.It shouldn't take that long, all you need for rebaking the lighting is one of those new 16 core Ryzen 9 processors :p
)
What I mean is it will take a while to overcome my laziness (and rebuild them).
For the Viking Village I just got everything rebaked and threw my fps counter in there. Eyeballing it, OpenGL is getting about 42 fps at the beginning of the camera loop and Vulkan is getting 35 fps. This is on an Nvidia GTX 960 using Berserk settings, fullscreen, at 1920x1080.
So, that's consistent with what I've been seeing with my own games. I'm sure Vulkan will flip and be better than GL in future Unity updates. But for now, it's nice just to see they got Vulkan rendering everything properly. :)
I'll probably skip downloading and updating "The Courtyard" right now because, like you, I'm feeling lazy right now. :)
Ballistic Overkill updated as promised with Vulkan, but it's now completely broken (UPDATED with temp fix)
17 May 2017 at 10:48 pm UTC
17 May 2017 at 10:48 pm UTC
Quoting: dubigrasuI still have the projects yes, but it will probably take a while to rebuild them.It shouldn't take that long, all you need for rebaking the lighting is one of those new 16 core Ryzen 9 processors :p
Quoting: dubigrasuHere are the store links anyway:Thanks for the links, I found the Viking Village right away, but would have spent forever trying to find the Courtyard since I had forgotten its' name. So, thanks again :)
https://www.assetstore.unity3d.com/en/# [External Link]!/content/29140
https://www.assetstore.unity3d.com/en/# [External Link]!/content/49377
Ballistic Overkill updated as promised with Vulkan, but it's now completely broken (UPDATED with temp fix)
17 May 2017 at 9:10 pm UTC
Barring the obvious fact that the Unity Vulkan implementation has probably significantly changed since then, I suppose these also might give different results due to them being setup differently. The main difference off the top of my head is that neither of the projects I've mentioned have baked lighting, nor do they have static objects. Both games have fully dynamic objects and lighting. Neither of my projects has realtime GI either. I know at least for the second video you posted the project is also lit with realtime GI. These things might make a difference.
Of course I'll probably need to rebake the lighting and such, but I'm going to see if I can find these and do some tests myself as well :)
17 May 2017 at 9:10 pm UTC
Quoting: dubigrasuAwesome, thanks! I remember watching these shortly after you posted them. Any chance you still have those projects setup and can run them in 5.6.1?Quoting: natewardawgHas anybody experience anything different with Unity builds?I have some older results:
Barring the obvious fact that the Unity Vulkan implementation has probably significantly changed since then, I suppose these also might give different results due to them being setup differently. The main difference off the top of my head is that neither of the projects I've mentioned have baked lighting, nor do they have static objects. Both games have fully dynamic objects and lighting. Neither of my projects has realtime GI either. I know at least for the second video you posted the project is also lit with realtime GI. These things might make a difference.
Of course I'll probably need to rebake the lighting and such, but I'm going to see if I can find these and do some tests myself as well :)
Ballistic Overkill updated as promised with Vulkan, but it's now completely broken (UPDATED with temp fix)
17 May 2017 at 8:46 pm UTC
17 May 2017 at 8:46 pm UTC
edit: I just sent it to them via their contact form.
I have the same black screen bug in my Linux game builds. Here's a workaround the devs can use in their first scene that should fix the black screen issue if they haven't already. If anyone wants to send that to the devs please do. I don't own the game since I don't play multiplayer games :)
I have the same black screen bug in my Linux game builds. Here's a workaround the devs can use in their first scene that should fix the black screen issue if they haven't already. If anyone wants to send that to the devs please do. I don't own the game since I don't play multiplayer games :)
#if UNITY_STANDALONE_LINUX
IEnumerator Start()
{
int width = Screen.width;
int height = Screen.height;
bool fullscreen = Screen.fullScreen;
Screen.SetResolution(800, 600, false);
yield return null;
Screen.SetResolution(width, height, fullscreen);
}
#endif
Ballistic Overkill updated as promised with Vulkan, but it's now completely broken (UPDATED with temp fix)
17 May 2017 at 8:25 pm UTC
17 May 2017 at 8:25 pm UTC
From tests with my own Unity games Vulkan isn't going to do much (if anything) for anybody yet as far as Unity goes.
In one of our games which is not very heavy, since it's 2D, I'm getting:
OpenGL: 580 fps
Vulkan: 110 fps
For my other game, which is much more heavy (and 3D), I'm getting:
OpenGL: 120 fps
Vulkan: 80 fps
So, it's not there yet, but that's okay since this is the first official Unity release to include Vulkan support, albeit as an "experimental" feature. I think the initial focus is to get it to work and they'll worry about performance in subsequent releases.
Has anybody experience anything different with Unity builds?
In one of our games which is not very heavy, since it's 2D, I'm getting:
OpenGL: 580 fps
Vulkan: 110 fps
For my other game, which is much more heavy (and 3D), I'm getting:
OpenGL: 120 fps
Vulkan: 80 fps
So, it's not there yet, but that's okay since this is the first official Unity release to include Vulkan support, albeit as an "experimental" feature. I think the initial focus is to get it to work and they'll worry about performance in subsequent releases.
Has anybody experience anything different with Unity builds?
NVIDIA 381.22 driver released with lots of bug fixes and newer Vulkan support
10 May 2017 at 12:32 pm UTC
10 May 2017 at 12:32 pm UTC
Quoting: DMGSo only I have such problems in ARK with nvidia drivers? I did not test latest driver version, but previous versions had this glitches in ARK. At least I have. Caves for me is unplayable at all. Whenever there is some smoke or fog, I see images, like below.ARK is the source of the glitches in this case, not the drivers.
NVIDIA 381.22 driver released with lots of bug fixes and newer Vulkan support
10 May 2017 at 5:23 am UTC
And as a side note: I also agree, the "optimize" button for the GF Exp app has almost always given me poor performance settings as well, that I would need to dial back a bit to make games run properly :)
10 May 2017 at 5:23 am UTC
Quoting: slaapliedjeAny time I've seen the 'game optimizations' they are just settings that nVidia thinks are the optimum. I thought all the settings within Ghost Recon: Wildlands were the same, but I swear it performs worse after I clicked the 'optimize' button in the Geforce Experience application.This isn't the same thing as what we're referring to, although it's easy to get that confused since "optimize" can cover such a broad range of things. What we're referring to are compiled in, driver level, optimizations that the user can't change and they do make games perform quite a bit better. The "optimize" button in the GeForce Exp app simply changes game settings that are available to the end user and have nothing really to do with the driver at all.
And as a side note: I also agree, the "optimize" button for the GF Exp app has almost always given me poor performance settings as well, that I would need to dial back a bit to make games run properly :)
NVIDIA 381.22 driver released with lots of bug fixes and newer Vulkan support
9 May 2017 at 11:28 pm UTC Likes: 1
9 May 2017 at 11:28 pm UTC Likes: 1
Quoting: GuestVery true, I know that.If they decided to do per-game optimizations for Linux I wouldn't stop them and would happily receive them :)
[But they did it for specific games in Windows/DX12 anyway](http://uk.download.nvidia.com/Windows/382.05/382.05-win10-win8-win7-desktop-release-notes.pdf [External Link]), so I was just having a rant.
NVIDIA 381.22 driver released with lots of bug fixes and newer Vulkan support
9 May 2017 at 10:57 pm UTC Likes: 2
9 May 2017 at 10:57 pm UTC Likes: 2
Quoting: GuestBut where are our ****ing performance optimizations for specific games?I understand where you're coming from, but I would personally prefer Nvidia focus on keeping up and improving the overall driver quality than find workarounds for individual titles. I think Linux will need a much larger market share before Nvidia will care to allocate resources for doing these types of optimizations.
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