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Vulkan is a worthy contender to DX!

Been playing Doom 2016 on PC. Noticed that I could change the game rendering API from OGL to Vulkan. Oh my. The framerate is a lot stable, CPU is not being used as much but GPU is. allows me to tweak extra settings even higher and not impact the frame rate that much. I am also downloading Ghost Recon Breakpoint that also supports Vulkan. Watching various bench mark videos, all of them resulted in better FPS.

Why are not developers implementing Vulkan in their games? This could be a game changer for PC games!



 
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???
You are a bit late for such a thread. Vulcan & DX12 are on the rise. Slowly but well it is much more complicated than older APIs. There is much to gain, but many things, that DX11 did automatically must now be done by the developer. This can be a more optimal solution or worse or something in between. As the DX11 solutions are tested (and more guided) for years now and potential problems are known, with DX12/Vulcan it starts from the beginning with every engine.
So not every developer will decide to go with the new APIs just because not every developer has the deep knowledge (and not every does need it).
 
???
You are a bit late for such a thread. Vulcan & DX12 are on the rise. Slowly but well it is much more complicated than older APIs. There is much to gain, but many things, that DX11 did automatically must now be done by the developer. This can be a more optimal solution or worse or something in between. As the DX11 solutions are tested (and more guided) for years now and potential problems are known, with DX12/Vulcan it starts from the beginning with every engine.
So not every developer will decide to go with the new APIs just because not every developer has the deep knowledge (and not every does need it).
I am new to PC gaming so I am years behind on this kind of stuff. I was simply posting my thoughts and my amazement at the API.
 
I haven't played too many new games that have the option for either, but for the ones I have played it tends to be a common recommendation to use Vulkan.
 
I've heard "it's awkward" to do on PC, the amount of work isn't worth the gains apparently, they're happy with DirectX12 and don't want to work twice as much on the API so a few people can get an extra 10fps. That's just the words of one programmer I've spoke with though so would be nice to hear from others who have worked on it.
 
Is there any way to change FROM Vulkan on Doom Eternal, No matter my settings on my 144hz freesync monitor there is disgusting screen tear which doesn't happen on any other game.

Even if I turn freesync off and engage triple buffered Vsync it's still tearing, I can't get my head round it.
 
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Vulkan been doing great, it's great news as Linux might become the best platform for PC gaming next as it won't eat much resources like the sloppy Windows OS.
 
I've heard "it's awkward" to do on PC, the amount of work isn't worth the gains apparently, they're happy with DirectX12 and don't want to work twice as much on the API so a few people can get an extra 10fps. That's just the words of one programmer I've spoke with though so would be nice to hear from others who have worked on it.
It's not only "an extra 10 fps"... I literally went from playing Doom 2016 on low at around 30fps to play on med-high at 40-60 just by switching API on a very low end PC I had at the time.

I know that Id Tech is an outlier but the gains are pretty clear, it literally made the game playable for me and will for a lot of people getting into next gen.
 
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I mean, the Vulkan threads are all long dead at this point, but honestly, the first time I used it was the first time I ever gamed at 4K. Vulkan is absolutely a game changer. In fact, in the iOS kits, "Metal" is Apple's version of Vulkan. Billionaire's behind 2 trillion dollar corporations agree and OP just experienced something awesome, from the past, for the first time. Pretty cool.

To be absolutely clear, Vulkan was my first 4K60 experience ever. Way back in 2016. It was shocking that one software switch flip could do that. Still is.
 
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Vulkan been doing great, it's great news as Linux might become the best platform for PC gaming next as it won't eat much resources like the sloppy Windows OS.
Windows 10 vs Linux will not have much performance difference between native games on each platform, there simply isn't that much difference in how each OS kernel works with low-level APIs, and the Windows OS overhead is negligible on modern gaming PC's. A lean Linux distro will use a bit less RAM and CPU but the difference in game performance is less than 1%.

Windows has been lagging in I/O capability in comparison to Linux, but DirectStorage is addressing that fact.

Going forward, using DX12 over Vulkan makes more sense for a few reasons, the support is better, the documentation is better, and the integration with Xbox and the new GDK just makes it easier. Vulkan will offer no advantages in porting to Playstation for example, as the Playstation API is just as different as Vulkan and DX12 are. The best example of Vulkan implementation just very likely changed tracks to DX12 (Doom Eternal developed by Rage) as well.

That being said, Vulkan can offer advantages with Android support, but I think we can both agree that mobile ported games are hardly anything for PC or consoles gamers to get excited about.
 
Doom Eternal is basically magic. It has to be the best optimized game ever, for what visuals it pumps out at speed.

To my mind the real question is why don't we see Id Tech 7 being used in more games? Is it not available for licensing to 3rd parties? If I was planning a FAST or competitive 3D game, Id Tech 7 it is. I assume Bethesda own it now. Elder Scrolls Eternal, anyone. :messenger_grinning_squinting:

 
Doom Eternal is basically magic. It has to be the best optimized game ever, for what visuals it pumps out at speed.

To my mind the real question is why don't we see Id Tech 7 being used in more games? Is it not available for licensing to 3rd parties? If I was planning a FAST or competitive 3D game, Id Tech 7 it is. I assume Bethesda own it now. Elder Scrolls Eternal, anyone. :messenger_grinning_squinting:


Interest in the ID-Tech engines declined after the success of the unreal engine. Unreal is much more prominent now, they have all the tools etc.
ID did just not adapt to the competition fast enough. E.g. they are still not really supporting DirectX which makes the decision for other engines even easier. OpenGL was just dead (after Doom 3) and vulcan .. well is not as dead as OpenGL was. And nowadays, as everything must be a Open-World game (since ... quite some time), yes Rage was done with ID-tech engine, but that's it. Missing tools and compatibility broke the engines neck for other studios.

Btw, now the engine owner is MS (soon). So maybe we see a ID Tech port for DX soon in the wild. Who knows what MS want to make of this (should also contain many patents that might get freely available through the usage of DX).
 
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Is there any way to change FROM Vulkan on Doom Eternal, No matter my settings on my 144hz freesync monitor there is disgusting screen tear which doesn't happen on any other game.

Even if I turn freesync off and engage triple buffered Vsync it's still tearing, I can't get my head round it.

If it's anything like Doom 2016, go into advance and look for game render/rendering option? That's how you switched over to Vulkan or OGL. I don't own Eternal on PC so I could not say.
 
If it's anything like Doom 2016, go into advance and look for game render/rendering option? That's how you switched over to Vulkan or OGL. I don't own Eternal on PC so I could not say.

I can't find any options relating to it. It's like it's forced to render via Vulkan, and I don't even know if that what would be causing my problems. I'm running 1440p, ultra nightmare and getting between 80-120fps but random bouts of very aggressive tearing which is making me not want to play at all.
 
I can't find any options relating to it. It's like it's forced to render via Vulkan, and I don't even know if that what would be causing my problems. I'm running 1440p, ultra nightmare and getting between 80-120fps but random bouts of very aggressive tearing which is making me not want to play at all.

Strange. You should be able to change it in game menu. Maybe look for a config file within the game files and try that from there?

 
Strange. You should be able to change it in game menu. Maybe look for a config file within the game files and try that from there?


Okay I found the problem. Vulkan is the only option, but I went into windows settings and disabled advanced GPU scheduling, restarted my machine and now it works perfectly. No tearing.

Now I can play :)
 
Okay I found the problem. Vulkan is the only option, but I went into windows settings and disabled advanced GPU scheduling, restarted my machine and now it works perfectly. No tearing.

Now I can play :)
Didn't know about that feature until I read this post ... Does it really makes any difference in performance?
 
Didn't know about that feature until I read this post ... Does it really makes any difference in performance?
I definitely get a higher average fps with it on. But with the added screen tear in this game it's not worth it. I'm still running average 90fps @1440p with a 1070 on ultra nightmare setting.

Screen tear has only happened in this game with the setting on so far.
 
I definitely get a higher average fps with it on. But with the added screen tear in this game it's not worth it. I'm still running average 90fps @1440p with a 1070 on ultra nightmare setting.

Screen tear has only happened in this game with the setting on so far.
Just set vsync on
 
I hope we will see more Vulkan games, which would be great for mac gamers, considering apple might be coming out with a 16-32 core cpu / 32-128 core gpu laptop at some point.
 
Vulkan is amazing, and I wish more developers embrace it, but the reality is, Microsoft has it grips hard in the PC industry, DX12 is basically the norm nowadays. Probably because it's easier to port to Xbox, that should save some costs in production and PS5 has its own Api.
 
what year is it GIF
 
Vulkan is amazing, and I wish more developers embrace it, but the reality is, Microsoft has it grips hard in the PC industry, DX12 is basically the norm nowadays. Probably because it's easier to port to Xbox, that should save some costs in production and PS5 has its own Api.
Vulkan and DX12 are basically the same (at least they are really quick to exchange in one or the other direction). But DX12 has more support from hardware developers (like AMD/NVIDIA, ...).
There are not really that many games that have Vulkan support. I expect ID-Engine titles to switch in the future and than there is .... Serious Sam and it's engine. But after that, I really don't remember a game that had support for Vulkan.
 
Myself I support allowing more direct hardware access. If a developer wants to optimize for a particular GPU, even when it means selling poorly, that's their risk to take.
 
???
You are a bit late for such a thread. Vulcan & DX12 are on the rise. Slowly but well it is much more complicated than older APIs. There is much to gain, but many things, that DX11 did automatically must now be done by the developer. This can be a more optimal solution or worse or something in between. As the DX11 solutions are tested (and more guided) for years now and potential problems are known, with DX12/Vulcan it starts from the beginning with every engine.
So not every developer will decide to go with the new APIs just because not every developer has the deep knowledge (and not every does need it).
Basically This
In the end
 
good choice of DX version OT vulkan is indeed a contender to the end of life api dx11 is :) /jk
 
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