Q: Then I can expect some great benchmark results?
A: Not so fast! Sorry. This is a beta phase, and there's still work to be done from our (Croteam) side and IHVs from driver side. But please be patient: in time, after optimizations are done, Vulkan will be faster, I'm sure.
Q: Really?
A: Let me put it this way: When The Talos Principle came out, it had a very similar frame rate in DirectX 9 vs DX 11. But then we optimized the game, and the drivers were optimized in the meantime, and now D3D11 is 20-30% faster than D3D9! I have a firm belief that this will also happen to Vulkan vs D3D11, over time However, for now you can actually expect lower frame-rate compared to D3D11. C'mon, it's brand new API, give it some time.
Q: Cut to the chase, please!
A: Ok, first, in GPU-bound scenarios (ultra settings, resolution higher than full HD), you'll see lower performance, 20 to 30% lower. This is work in progress, and we (both Croteam and IHVs) are analyzing and optimizing the performance. We'll get to the bottom of this!
Q: And CPU-bound scenarios?
A: Same or a bit faster. But for now, those scenarios really have to be super-CPU-bound. Like, rendering whole levels, without any help from visibility system, frustum, distance or occlusion culling.