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Vulkan support should be a top priority now.


grammaton_feather

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Vulkan is being developed,

VR Works is a shortcut / gimmick to sell nVidia GPUs.

 

99% of the entire GameWorks Dev Library can be done on AMD GPUs as well, without the need for the GameWorks API.

 

Its there to make it so companies running specifof game engines have easy plugins.

 

ED Codes and Developes their own GFX, Physics and Sound Engines, so theres no need to partake in GameWorks or other Shortcut APIs.

 

Really? Fascinating. Yes VRworks in GPU brand specific but it's far from a gimmick. I Played Eve Valkyrie and Raw Data before they received VRworks support. Both games would only run on medium settings prior to update. Once the updates were added I was able to up the graphics level on both games but on Raw Data I was able to absolutely max it out with no framerate hit.

 

So the "gimmick" making use of VR HARDWARE acceleration is anything but a gimmick. Just because you don't like the brand or the fact it's not universal, doesn't mean it's a gimmick. VRworks would also bring VR SLI as well which would open up to further performance gains for those with multiple GPU's.

 

VR works support doesn't require the effort Vulkan needs and it would make DCS much more playable for VR users especially since DCS is pretty unplayable for the beta since the lighting update.

 

Also.. VR hardware acceleration has been around since 900 series GPUs. It's really a shame VR users are going to all kinds of efforts to try and boost performance to playable levels when we're not even getting anywhere near the performance a GPU is capable of in VR.

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I'm really excited about the supercarrier deck crew. I think it's revolutionary. However, I also know that DCS is currently struggling on performance for VR users. Beta users especially are experiencing a performance drop since the lighting update. I have a 1080Ti, highly tuned DDR4 ram but performance drops to a crawl at airbases with some aircraft. This seems to be an issue with the beta currently. When I switched to non-beta the FPS went up significantly. But I need the beta to run some of the aircraft.

 

I'm excited for supercarrier but imagine the performance hit that's going to bring for VR users!

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The developer goes into great detail on why Vulkan brings significant performance boost over openGL.

 

 

Moving from openGL to Vulkan is not the same as moving from DX11 to Vulkan. The reason why Vulkan exists is exactly because openGL was no longer competitive.

 

 

Yes, I don't get it. We know other flight sims exist. What's the big deal? DCS is specifically military, modern military rather than civilian or WW2.

 

 

Because those discussions always end in fisticuffs.


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Moving from openGL to Vulkan is not the same as moving from DX11 to Vulkan. The reason why Vulkan exists is exactly because openGL was no longer competitive.

 

True. However, DX11 is still vastly inefficient so there will still be a performance gain.

 

 

 

Because those discussions always end in fisticuffs.

 

Just get rid of those who start ranting and bitching... I mentioned SC because of their open development with lots of dev details shared. That of course was a trigger for trendy cliche SC hating. People love being negative about stuff. Just for the hell of it.

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Moving from openGL to Vulkan is not the same as moving from DX11 to Vulkan. The reason why Vulkan exists is exactly because openGL was no longer competitive.

 

Admittedly, AMD's work on Mantle was practically copy/pasted in order to make Vulcan. For that matter, DirectX 12 is basically AMD Mantle with the named of methods and calls changed to fit DirectX standards. Broadly speaking both are functionally identical other than the names and a tiny handful of corner cases, which round themselves out the next time one or the other has an update.

 

For that matter, expect DirectX 11 (and even 9.0) to be around for a long time. Vulcan and DX12 are difficult, expensive and time-consuming to work with for companies that develop their own graphics engines and don't need absolute maximum performance it's not worth the effort. (Though the support in a lot of middleware game engines is a big help, but not everyone uses them.) To give you an idea American/Euro Truck Simulator just updated to DirectX 11 for the performance increase.

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I think as a stop-gap measure possible immediately, implementing something like Nvidia's SPS and AMD's version would help the VR guys out. Reduced CPU load in another game 10-30% because of rendering 2 separate views, it renders 1 view with 2 offset viewports. Nvidia's 20 series cards also allows it to work seamlessly with canted VR displays, and I think it works on 10 series cards as well.

 

I have no idea if DCS uses SPS now for VR users.

C/S Boosted.

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