Vulkan 1.0 released

Snafuh

Member
Mar 16, 2015
115
0
16
Oh, the irony.

The Talos Principle crashes for many NVidia users and it seems like AMD's driver performs better than Nvidia's.

Oh, the irony...
I wouldn't judge Vulkan or the drivers for a few months.
 

Elixer

Lifer
May 7, 2002
10,371
762
126
Drivers:
Nvidia - Windows and Linux
Imagination - Linux
Intel - Linux
Qualcomm - Andriod
AMD - "AMD's has not passed the tests yet."

One does have to wonder, just which of the tests didn't pass, and why?

I did see that AMD put out a press release though:
Today the Khronos Group announced immediate public release of the open standard and cross-platform Vulkan™ 1.0 graphics API! To mark the occasion, we've posted Radeon™ Software Beta for Vulkan™*. This driver enables a wide audience of game developers to work with Vulkan on Radeon™ graphics.

As a complement to OpenGL™, descended from AMD's Mantle, and forged by the industry, Vulkan™ is a powerful low-overhead graphics API designed for developers who want or need deeper hardware control over GPU acceleration. Vulkan™ gives software developers control over the performance, efficiency, and capabilities of Radeon™ GPUs and multi-core CPUs.
...
http://support.amd.com/en-us/kb-articles/Pages/Radeon-Vulkan-Beta.aspx
Then:
Important Notes

This product is based on a published Khronos specification but has not yet passed the Khronos Conformance Test Process. A fully conformant implementation of the Vulkan API will be included in a forthcoming Radeon Software release.
This driver is intended as beta level support for use solely with Vulkan applications and as such some Radeon Software functionality has been removed. This is including and not limited to support for other Graphics APIs, Radeon Settings and other Radeon Software driver features.
Looks like someone really screwed up here...
 

guskline

Diamond Member
Apr 17, 2006
5,338
476
126
You would think AMD's drivers would have already passed the Khronos Conformance test (the Beta AMD drivers released today for Vulcan say, in the notes, say that AMD has not yet passed the test.) Especially since Mantle was given to the Khronos group by AMD.

BTW, the VP of the Khronos Group is a high level Exec with Nvidia.
 

Despoiler

Golden Member
Nov 10, 2007
1,967
772
136
Passing tests doesn't give a full picture. Nvidia touted having WHQL DX12 drivers first, but when it came to how good the driver actually was....AMD's betas had less issues.
 

PPB

Golden Member
Jul 5, 2013
1,118
168
106
The Talos Principle crashes for many NVidia users and it seems like AMD's driver performs better than Nvidia's.

Oh, the irony...
I wouldn't judge Vulkan or the drivers for a few months.

I assume that there is something weird going on there, otherwise a low level api delivering less performance than DX11 is really odd
 

Elixer

Lifer
May 7, 2002
10,371
762
126
Passing tests doesn't give a full picture. Nvidia touted having WHQL DX12 drivers first, but when it came to how good the driver actually was....AMD's betas had less issues.

While true, the tests do give a baseline standard.
So, until we know if it was a major issue, or some trivial matter it is hard to say anything other than they failed a test(s).

It just looks bad, no matter how you splice it.
 

Elixer

Lifer
May 7, 2002
10,371
762
126
Oh, and for those that care: https://www.khronos.org/news/events/vulkan-webinar
Date: Feb 18, 2016, 9:00am (PT)
Location: Online Webinar
What’s Vulkan all about? Learn more about this upcoming new graphics and compute API directly from Khronos, the people who have been creating it. In this 1-hour session, we will talk about the API, and also go into details about the Vulkan SDK from LunarG, and much more. We’ll of course end with a Q&A session, and a recording of the session will be available here.
Presenters

Neil Trevett: President of the Khronos Group
Karen Ghavam: Executive Director of LunarG

Standing by to answer questions

Tom Olson: Khronos Vulkan working group chair
Graham Sellers: Khronos Vulkan specification editor
Karl Schultz: SDK technical lead LunarG
Jon Ashburn: SDK technical lead LunarG

A video of the webinar will be available here after the event is over.
 

Despoiler

Golden Member
Nov 10, 2007
1,967
772
136
While true, the tests do give a baseline standard.
So, until we know if it was a major issue, or some trivial matter it is hard to say anything other than they failed a test(s).

It just looks bad, no matter how you splice it.

Base line standard sure. IDK about looking bad. I'm seeing the Talos Principle benches showing a conformant driver losing to a non-conformant one.
 

Erenhardt

Diamond Member
Dec 1, 2012
3,251
105
101
You would think AMD's drivers would have already passed the Khronos Conformance test (the Beta AMD drivers released today for Vulcan say, in the notes, say that AMD has not yet passed the test.) Especially since Mantle was given to the Khronos group by AMD.

BTW, the VP of the Khronos Group is a high level Exec with Nvidia.

https://en.wikipedia.org/wiki/Neil_Trevett
President of the Khronos Group and vice president of mobile ecosystem at Nvidia.
So... Khronos releases Vulcan under the rule of NV VP... does that mean Vulcan is actually an nvidia's thing now? Oh the irony!
 

Genx87

Lifer
Apr 8, 2002
41,091
513
126
SOP for AMD. Anybody remember OpenCL? Took them months to get a driver that didnt require you download their SDK to use it.
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
91
Base line standard sure. IDK about looking bad. I'm seeing the Talos Principle benches showing a conformant driver losing to a non-conformant one.

From the Q&A:
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.

Heh:

Q: Oy! Talos freezes after some minutes in game.

A: Let me guess... you have Windows 10 and nVidia graphic card?


Q: Yes.

A: Well, it kinda does that from time to time. We're still investigatin the issue... Sorry again.
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
145
106
Not having passed drivers for the day 1 release of what is supposed to be based on their own API. That's a big blunder.

But on the other hand Vulcan seems no match for even DX11.
 

Azix

Golden Member
Apr 18, 2014
1,438
67
91
Not having passed drivers for the day 1 release of what is supposed to be based on their own API. That's a big blunder.

But on the other hand Vulcan seems no match for even DX11.

unless they are nvidia, in which case there not being any REAL vulkan games means it doesn't matter REALLY.

What is this test? Nobody here seems to know. But working drivers from AMD not having passed them is a REAL blunder. Never mind nvidia's passed drivers are slower and crashing
 

Krteq

Senior member
May 22, 2015
993
672
136
Not having passed drivers for the day 1 release of what is supposed to be based on their own API. That's a big blunder.

But on the other hand Vulcan seems no match for even DX11.
BETA patch with initial port of rendering path to a new API with BETA drivers from both IHVs... nothing unusual from performance side of view
 

SPBHM

Diamond Member
Sep 12, 2012
5,059
413
126
But on the other hand Vulcan seems no match for even DX11.

I would expect it to improve a lot more than DX11 and OGL in the near future,
also it's already much faster than OGL for this game, so that must be a good thing for Linux at least?

but yes, kind of disappointing, I think Mantle and DX12 early numbers were at least close to DX11, but perhaps Vulkan is at an even earlier development stage in terms of games and drivers at least.
 

Bryf50

Golden Member
Nov 11, 2006
1,429
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[deleted]

Infraction issued for personal attack.
-- stahlhart
 
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stahlhart

Super Moderator Graphics Cards
Dec 21, 2010
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Keep this discussion civil, and agree to disagree respectfully when necessary.
-- stahlhart
 

rainy

Senior member
Jul 17, 2013
514
439
136
But on the other hand Vulcan seems no match for even DX11.

It's just your opinion, maybe you should read that thread:
Edwin,

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. 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.

3rd part of port is, obviously, the most complex one, and it'll take time to change engine design for it, step-by-step.

Hope I explained this well.
DEN
http://steamcommunity.com/app/257510/discussions/0/412447331651559970/
 
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