What happened to Vulkan?

I remember all the hype surrounding it and how it was gonna beat DirectX, but now I hear nothing about it.

Other urls found in this thread:

github.com/SaschaWillems/Vulkan/blob/master/triangle/triangle.cpp
gamedev.net/forums/topic/666419-what-are-your-opinions-on-dx12vulkanmantle/?tab=comments#comment-5215019
youtube.com/watch?v=ynyO3O3zd3E
en.wikipedia.org/wiki/List_of_games_with_Vulkan_support
developer.android.com/ndk/guides/graphics/index.html
gamesradar.com/6-fallout-4-glitches-you-might-want-use-patch-removes-them/
khronos.org/registry/vulkan/#repo-docs
en.wikipedia.org/wiki/Vulkan_(API)#Game_engines
twitter.com/NSFWRedditVideo

It's basically too hard to use properly.
Dx11 is easy as fuck.
To make a true dx12 or Vulkan game, it takes a fuck ton of time and effort.
These games basically tack on a few dx12 features and slap dx12 on the box.
And then they wonder why the game runs like trash.
Doom is the only game im aware of that is built top to bottom to use these next gen APIs
Expect dx11 games for like 5+ years.

the hype is gone because it's old news now. it's confirmed to be better than dx and faster than openGL, albeit difficult to implement, so there's really nothing to speculate or anticipate.

id tech, source 2, unity, and UE4 all use vulkan

Vulkan is test bed of SPRI-V some kind asm to GPU.

just

Hopefully DX12 spells success for the adoption of Vulkan instead. Probably not, though. They'll probably skip right into DX13 with an improved API for devs and offer cheap/free in-house support for devs.

Bethesda is moving to DefectX12 and Vulkan for future titles. They have acknowledged the fact DefectX12 and vulkan are better for the gayming community.

>Bethesda
>Optimized
Pick one

DX12 and vulkan is a meme, devs needs to code themself the engine to optimize the game, thats depands extra investmens, a lot of time and experienced devs.
There will only be handful games that actually will use full potential of vulkan and dx12 like doom.

Never said optimised. They're just focusing on developing for those API's. All we need are 2 or 3 big publishers to move to DefectX12 and vulkan, and the industry should eventually normalise it.

every new game released already have dx12 or vulkan, but thing is the performance is shittier than dx11, while it should have been the opposite!

It's too much typing.

Both DirectX 12 and Vulkan use this structs where you have to initialize everything by hand and every single variable or flag has all these options.

It's too much to remember, it's too much to type.
There are zero tutorials on either API.
I doubt if even the people who made them know what's even going on, it seems like they just took Mantle and layered things on top of it.

DX12 and Vulkan were really written for engine developers rather than game developers. Unity Engine n+2 or Monogame/XNA 9001 might get a Vulkan backend, but most individual programs will not directly interact with it.

>>too much typing
Game engines generally abstract away the backend and provide some higher level API.
There's really no point in supporting vulkan other than marketers being able to say that the engine uses vulkan, you still need to support directx and opengl for compatibility with most hardware.

EA is involved with Frostbite (since Mantle).
You also have Valve, that doesn't release anything.

>you still need to support directx and opengl for compatibility with most hardware.
>Vulkan
No, you don't. Shit has support for everything that matters.

>source 2
as if there's still any good developers at valve lel

L4D3 soon(tm)

1200 LoC to draw a triangle

github.com/SaschaWillems/Vulkan/blob/master/triangle/triangle.cpp

>implying dx12 is superior to dx11 in any way
win10 fags get out

fallout 4 looks fine and runs fine, what are you talking about?

Except when you remove fps limit the game time speeds up.

>little to none documentation
>VERY HARD to properly implement
>A LOT OF tricks and pitfalls
>literally 1200 LoC to draw a fucking triangle
>very few generations of GPU support, needs modern hardware, eliminates a huge portion of the market for game developers
>although it's bare metal, performance varies from one GPU architecture to another, so your precious little optimization might be a cancer for the other.


very large companies can handle it because they can literally dedicate tens of people to implement vulkan into their engines. but smaller studios and indie developers are doomed. unless there is a clear and concise documentation that explains what to avoid&what to do, it's a waste of time and resources for a smaller studio.

>poorfag can't afford win10

most commercial developers are too lazy and dumb.

>DX12 and Vulkan were really written for engine developers rather than game developers.
this, ffs. the big engines already support vulkan or their devolpers announced coming vulkan support.

Once the game engines support it the game devs will be able to use it without having to do much extra work. Making a game from scratch is not what game devs do. They take an existing game engine and design their game around that. Unreal, Frostbite etc. They all need new versions with it built in directly and game devs to switch.

>trusting other people's engines
>not being able to optimize the game to the core

PUBG developers literally beg Epic games to modify the engine in each iteration. lmao.

>starting game development with an empty text file

PUBG developers are also literally rolling in money

>afford
>it's literally free
what did costanza mean by this

>documentation
The API documentation is adequate, you need to know how GPU works
>hard to implement
Again, you need to know how GPU works. There's plenty of docs on gpu architectures on both amd and nvidia sites
>tricks and pitfalls
No. Concurrency and parallelism is not as hard as you make it to be and that's the source of all the pitfalls. Game developers might be a decade behind when it comes to best practices, but so what? They will learn.
>1200loc
Yeah you bypass the huge driver so you have to do everything that used to be done there (hint: a lot of fucking work) by yourself.
>few generations support it
It's been out for a long time, most gaymers already have a gpu that supports vulkan (gtx 600+, hd7000+)
>performance varies
That was true for opengl and dx too, to some degree. You're now closer to hw so you get hit by this more. If you're a studio, there's no problem, you have plenty of people to study the gpu arch docs. If you're an indie, you certainly don't need vulkan or its potential performance. If you want to use it anyway, you can use a very general gpu model and give up some potential performance (you would never be able to squeeze out anyway).

gamedev.net/forums/topic/666419-what-are-your-opinions-on-dx12vulkanmantle/?tab=comments#comment-5215019

>but now I hear nothing about it
it has been implemented in most of major engines. nothing to hear about really

All these misinformed opinions holy shit.
Please watch the video its a talk from one of the creators.
>youtube.com/watch?v=ynyO3O3zd3E

>buying windows

Yes, Vulkan wasn't made for the purpose of drawing a triangle.

>triangle drawing API wasn't made for the purpose of drawing triangles


enjoy drawing your models

Ummm dude what?

It's happening but it is really complex and so the only motherfuckers fully on top of that shit at this point are the ones who were involved in it's development.

Also, use google you faggot
en.wikipedia.org/wiki/List_of_games_with_Vulkan_support

Honestly how many people work on AAA and pushing the graphics hard enough to need Vulkan.

I can only imagine it being a niche in major companies and that's about it.

bethesda's well optimized. it's just not optimized for all out performance. it's optimized to run on as many hardware configurations as possible. the 1% of gamers that have $3k systems will tweak their games anyway so why optimize only for them?

>indie developers are doomed
And nothing of value will be lost

>And nothing of value will be lost


>amnesia the dark descent is lost
>nothing of value
>literally created the genre of survival horror with lovecraftian themes

>He doesn't pay for his OS.

>Survival horror was only invented in 2010

exactly. so far, all horror games provided some way to destroy enemies. in this game, you have to avoid them because you have no way to destroy.

>literally created the genre of survival horror with lovecraftian themes

>Literally invented with rpgmaker horror games in early 2008

Runs on a 16 year old engine that barely works.

Most wangblows 10 users haven't so what?

>so far, all horror games provided some way to destroy enemies
That's wrong. The 7th Guest and The 11th Hour were survival horror with no combat. They were released in 1993, and 1995, respectively.

Survival Horror with/without combat is anything but a new concept.

I fucked your bitch mother cunt. Motherfucker faggot.

You are either baiting or you are i'll informed OP

X.org just joined the Khronos group this week!

Other members of the Khronos group include:AMD/Intel/Nintendo(switch uses vulkan)/Sony(ps4)

Dolphin emulator is working towards Vulkan parity too(they swore vulkan off originally which makes it more promising)

Unreal engine has Vulkan.
Epic engine has Vulkan.
Cryengine just adopted Vulkan last week.

-MoltenVK started (macos vulkan)
-Kazan(volcano in japanese) the CPU vulkan implementation project started recently
-Gimp said they are working towards vulkan

>MoltenVK started (MacOS Vulkan)
But WHY? They have Metal, no? What, NOT ENOUGH?

forgot to add frostbyte engine and source

you also forgot that android 8.0 requires vulkan support on the GPU soc as a standard from OEMs/vendors

thats a huge win honestly

game devs wont release games for metals and macos dropped support for OpenGL

this way game devs can target Vulkan with the engine of their chose to release games for linux/android/macos/nintendoswitch/windows all in one go

they dont need to create a windows dx12 and then a metal version then

>Oreo implements Vulkan API

developer.android.com/ndk/guides/graphics/index.html

You mad, Appleboy?

how do fuck do I do cool effects using stencil buffers in vulkan? do I need to write 2500 LoC? what about deferred rendering?

WHY DO I HAVE TO WRITE LITERALLY MILLION LINES?

Use a tool that utilizes the API

Vulkan is just a API not a program.

Aren't engine companies able to do that?

>bethesda
>experienced devs
At least some learned to kode with karlie after the Rage

Vulkan and Direct3D 12 are a scheme to keep 3D graphic engineers employed, indefinitely long

t. graphics engineer

All the good shit is now in dx11 and 12 as well as on consoles

What is the fps limit on that game?
They're going to release Fallout 4 VR -and VR headsets need at leas 90fps.

>engine developers rather than game developers.
why are engine devs always smarter than game devs?

Engine devs usually have at least partial understanding of how GPU even works (something that you need to implement Vulkan).

Engine dev: Studied CS/EE, studied the API and GPU docs, read the academic publications, practiced low level programming for 15 years

Game devs: Had three years of gender studies and then a coding boot camp

engine devs HAVE TO know the whole CS subjects because a good engine is almost like an OS. You have to deal with all those micro optimization stuff, IO, multithreaded architecture, low-level CPU knowledge, computer architecture knowledge. Engine dev is literally summary of CS

You shithead have no idea how much math goes into making modern video game engine.
Please shut the fuck up and to back to masturbating to your animes.

>(((Bethesda)))
0 fucks given

gamesradar.com/6-fallout-4-glitches-you-might-want-use-patch-removes-them/

kek, they are just giving gamebryo more features and call it dx12

...

Sound like Open GL vs Directx which means Directx12 (or 13?) will destroy it.

It's still going strong. Crytek just released a beta with Vulkan support

>1200loc
>most of them comments

>includes common header file examples that implements the initialization
so it's way more than 1200.
Going to wait for vulkan2.0 that will deprecate the vulkan1.0 and introduce shit load of vendor specific extensions so nothing will ever be portable

No, since Vulkan is basically Mantle and not a relic of SGI era.

>shit load of vendor specific extensions so nothing will ever be portable

I.e how Nvidia operates opengl now.

They are desperately trying to push abstraction layers into Vulkan right now.

>No because (...)
Yeah because M$ offers a bunch of tools that makes it easier. Also they have a gaming part.

>Yeah because M$ offers a bunch of tools that makes it easier.
Khronos members do the same.
>Also they have a gaming part.
Learn fucking English, pajeet.

Of course they are - it has worked so well for Opengl to the point wherre if you don't do things the Nvidia way you're not doing opengl "correctly" (see: pcsx2 and dolphin). Its also why AMD's performance is such a mess in a lot of opengl software - they don't allow api violations and the api is a shitshow.

The point is that Vulkan is NOT a shitshow. It doesn't need "Jensen knows best" layers.

>The point is that Vulkan is NOT a shitshow

That much is obvious yes.

> It doesn't need "Jensen knows best" layers.

Nvidia will push for it as it allows them to hide all the hacks they need to do.

>The point is that Vulkan is NOT a shitshow.
Eh, it could certainly do with design changes.
But i think that has to do with it being written in C.

Catering to Nvidia will seal its fate. Allowing Nvidia to change anything in it to suit them will kill it. They just want to fuck over AMD as per usual. Kronos need to tell them to go fuck themselves.

>Catering to Nvidia will seal its fate.
Eh, no.

Vulkan is dead mate, just let it be gone.

khronos.org/registry/vulkan/#repo-docs

>Looking into Vulkan
>See "Extension Repository"
>AMD Extensions: Dozens of VK_AMD_*
>GOOGLE Extensions: VK_GOOGLE_display_timing
>NV Extensions: Dozens of VK_NV_*

FUCK

It's the OpenGL extension disaster all over again

Direct3D already showed that only feature levels work

FUCKFUCKFUCK

Once you get a triangle to the screen you pretty much used 75% of vulkan successfully, there's a lot but it's all basic stuff that once done doesn't need to be looked at.

You're so retarded. Outdated apis that still use too much cpu to compile will never be optimized. Not to mention a Vulkan would level the gap in the 3d mobile department

It will only get worse when AMD will introduce extenstions for primitive shaders.

It's for general massively parallel computing, moving triangles with matrices and rasterizing them happens to be part of that.

Why is it only id that takes advantage of OpenGL and Vulkan?

I hear about it all the HECKING time
en.wikipedia.org/wiki/Vulkan_(API)#Game_engines

Valve already did for their SteamVR

because opengl sucks with it's vendor specific extensions.
Everybody else is sane enough to stay away from it.

>vendor specific extensions.
Don't use them if you want it to be portable lmao

Carmack is no longer with id so why do they continue being the main supporters? Doom, soon Wolfenstein II, and the Civilization series are the only good representations of Vulkan I know about.

Civ6 is DX12.
Also Firaxis are fucking hacks.