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First vulkan benchmark spotted

Khronos Group Publishes Vulkan 1.0 Specification – First Benchmarks Spotted, AMD/Nvidia Pledge Support and Release Primary Drivers
 

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It looks like the folks over at Computerbase.de have already done some testing using the new beta drivers and the Vulkan API. According to their results, the Vulkan API is slightly behind the DX11 API. I would urge readers to treat this one with caution since we have no way of verifying these results right now. 



Vulkan API Benchmark

 

Wow vulkan is so far behing Dx 11. I know its beta but expected better results.

 

Source:http://www.computerbase.de/2016-02/vulkan-erste-benchmarks-der-neuen-api-in-talos-principle/

 

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this is probably kinda fake since Mantle produced better results than DX 11. Even though it wasn't big Mantle did bring some small but noticeable improvements. Vulkan is based on Mantle so it would only make sense for it to be as good or better than Mantle.

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2 minutes ago, NicekillBG said:

what is the use of the vulkan anyway when we have dx11?

DX11 is limited to Windows operating systems, but more importantly DX in general is limited to whatever Microsoft will put out. If there is no competition, then there is no innovation.

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3 minutes ago, NicekillBG said:

what is the use of the vulkan anyway when we have dx11?

multi platform ( linux, windows, android and more)

open source ( i think, to lazy to check)

cooler name

possibly better performance later

async compute 

 

 

kompetes with dx12 not dx11. so it brings some of the same features as dx12 does

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6 minutes ago, NicekillBG said:

what is the use of the vulkan anyway when we have dx11?

dx11 is Windows only and Vulcan "should" perform better

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20 minutes ago, DocSwag said:

this is probably kinda fake since Mantle produced better results than DX 11. Even though it wasn't big Mantle did bring some small but noticeable improvements. Vulkan is based on Mantle so it would only make sense for it to be as good or better than Mantle.

Not fake, others are reporting similar numbers but i wouldn't blame this on Vulkan, its brand new highly complex software that doesn't get released every day, hell not even every year or 2, and the only available drivers are from nvidia which were released on their dev channel, not even under geforce beta, lastly croteam have said their implementation is on beta staged, which sure as hell one can deduct mean that it lacks polish, its to damn early to judge performance from vulkan, it needs more time for both devs get to know it and drivers to mature, especially driver, there the part that can break or make vulkan great.

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Lol... Has anyone actually read how the game in question got its Vulkan support? It's just a wrapper. They haven't actually done much work on it. It'll take months at least to utilize Vulkan properly. 

 

So you're comparing an optimized DX11 to a rough implementation that basically does the same as DX11 without all the optimizations hence it'll be slower. It's not utilizing any of the advantages of Vulkan. It's kinda like doing a Google translate to hand in your homework instead of doing it yourself from scratch. 

 

Edit: AMD does have a beta driver out. 

 

 

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Someone already explained this in another Vulkan thread. Something to do with the dev not properly utilizing some of the Vulkan features because they only did a simple change in API in the patch. Even in the game, it said the Vulkan change is still in a beta phase for them. Wait for them to fully implement Vulkan..

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@Mr_Troll this is relevant. Might be good to add it somehow to the OP.

 

 

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1 hour ago, Stadin6 said:

multi platform ( linux, windows, android and more)

open source ( i think, to lazy to check)

cooler name

possibly better performance later

async compute 

 

 

kompetes with dx12 not dx11. so it brings some of the same features as dx12 does

I think we all know what the real reason for using it over DX11 is.

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Isn't this just a Vulkan wrapper? lol     

yep 

 

Quote from Talos dev, confirming they are using using a wrapper. 

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The developers went into a little more depth about the Vulkan work for Talos:

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engine design for Vulkan is basically consited of three major parts:\

 

1)

 

Port. Make it work as fast as possible just by

wrapping current engine design around Vulkan

. Avoid all pitfalls and bottlenecks. This is what we did by now and released as patch for Talos.

 

2)

 

Use Vulkan for multi-threaded rendering. Our engine is designed really well for multi-threaded rendering,

but we have only our wrapper for it

- calls to graphics API (like Vulkan) are not multi-threaded. Yet.

 

That being said, this is the next step what we'll do. And probably release that also as patch for Talos. I tried to do that with Direct3D 11 long time ago (support for its deffered contexts), but it was too much pain and too little or even no gain.

 sad.png

That's just one of reasons why we decided to stick with our own approach for MT renderer for that long.

:/

 

3)

 

Redesign engine for Vulkan. This is the biggest step and can be split in two:

 

3a)

 

Precache all rendering states (which mostly mean materials in game) up front. This will make rendering calls much simplier and faster. So, instead of deciding at rendering time what is needed for a material to be rendered via Vulkan, do this at loading time and then when material needs to be rendered just give it to Vulkan, via one or two simple function calls.

 

3b)

 

Precache all geometry, material, textures, everything that is needed for rendering an object up front. This basically creates so called command buffer ready for Vulkan, and nothing extra needs to be set or created at render time.

 

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2 hours ago, Trixanity said:

Lol... Has anyone actually read how the game in question got its Vulkan support? It's just a wrapper. They haven't actually done much work on it. It'll take months at least to utilize Vulkan properly. 

 

So you're comparing an optimized DX11 to a rough implementation that basically does the same as DX11 without all the optimizations hence it'll be slower. It's not utilizing any of the advantages of Vulkan. It's kinda like doing a Google translate to hand in your homework instead of doing it yourself from scratch. 

 

Edit: AMD does have a beta driver out. 

 

 

More importantly Intel is the only one with a full non-beta Vulkan driver right now. You can freely download it. It's also open-source.

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We'll have to wait some time to see Vulkan and DX12 games specially for better picture and compare. Hope devs engage and start embracing it in good pace. Transition to low-overhead API is surely needed and that happening in good pace is just going to be great.

 

 

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