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DOOM now uses Vulkan API


alt3rn1ty

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Just installing Doom on the new machine and looking forward to seeing the Vulkan API in action

 

https://bethesda.net/#en/events/game/doom-vulkan-support-now-live/2016/07/11/156

 

http://steamcommunity.com/games/379720/announcements/detail/874079593008589523

 

Now we just need all games to support it ( Hope "No Mans Sky" goes this way too at some point )

 

I dont think I would have bought another Doom, but as soon as I saw Vulkan support changed my mind pretty quick :)

 

Looks amazingly fluid, and just for a change I am going to enjoy a game which you dont need to wait 6 years for a community to solve all its problems.

 

( Losing interest in TES and Fallout 4, Skyrim Remastered may turn out to be good, but Fallout 4 for me is turning into another DawnGuard with serious bugs that Bethesda are giving no indication of ever fixing, hell they havent even got the launcher to recognise my system properly yet - And the games have become too complex for community solutions, so I think its the end of the road for those series, unless they seriously start fixing their own mess for a change and not just make promises which turn into yet another bug fest we waste money on then they walk away .. Fuck 'em )

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If they'll use the same engine from FO4 in TES6 without much changes, that would be the end for me as well. It is turning from the most moddable game into unmoddable alarmingly fast, not even mentioning how bad and outdated it looks compared to competitors nowadays.

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If they don't change their engine for the better, I'm not sure how excited I'll be about the prospect of TES6. Might wait and see how it turns out first.

 

On the bright side, Doom now supports Vulcan :)

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What is Vulkan API and what's so special about it?  :unsure:

 

https://www.khronos.org/vulkan/

 

Its the new OpenGL, serious competition for DirectX, and Open Source

 

“We are extremely pleased at the industry’s rapid execution on the Vulkan API initiative. Due to Vulkan’s cross platform availability, high performance and healthy open source ecosystem, we expect to see rapid uptake by software developers, far exceeding the adoption of similar APIs which are limited to specific operating systems.”
Gabe Newell
Co-founder and managing director, Valve
 
"Vulkan has a huge potential! We're only scratching the surface of what can be done with it, and porting The Talos Principle to Vulkan should be seen as a proof of concept. Vulkan in just one sentence? The endless war between performance and portability is finally over!"
Dean Sekulic
Graphics engine specialist, Croteam
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alt3rnity beat me to it :P

 

It's a new cross-platform low-level graphical API, replacer for OpenGL if you're familiar with that. Wikipedia gives a nice overview of it too.

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What is Vulkan API and what's so special about it? :unsure:

It's like DirectX 12 only it's not from Microsoft :D

It's probably going to be the successor to OpenGL, which is the open source competitor of Microsofts DirectX line of graphics APIs (the interface between a Game/graphics Engine and the Graphics driver basically, or is it between the driver and the OS?)

AMD invented a custom API called Mantle iirc two years ago, that allowed engine developers to address hardware much closer with less API overhead, potentially open the way for optimizations typically seen on consoles (i.e. get more bang from weaker hardware). While that API (expectedly) never took quite off, the ideas behind it (less overhead) made their way into directx 12 and the OpenGL successor Vulcan. Both of these are now available, and so engine and game developers have started to implement them into their games.

So far, often with mixed results (especially for directx), but there are a few poster childs of the new APIs, namely "Star Swarm", an RTS with hundreds of units on the screen (something specifically only possible because the CPU is taxed way less for drawing these myriads of units thanks to the reduces overhead)

http://store.steampowered.com/app/267130/

Since we all know that IDtech is OpenGL, and ID software usually know how to code their engine well, it can be expected, that they would manage a seizable boost in performance and smoothness for doom with vulcan.

That's basically the gist of it. EDIT: Oh well beat quite a bit

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I guess it's too bad Skryim SE was developed for DX11. :troll:

LOL, actually that's a good thing because it means we can keep Windows 7 and wait for Vulkan support on newer stuff :P

 

I wouldn't be surprised if CDPR at some point offers up a Vulkan patch for Witcher 3.

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Oh, I guess that was probably the recent Nvidia driver update. I don't pay attention to this stuff. Thanks everyone for the explanations.

 

But then we're still into "only supported on certain CPU's and systems" ... so not sure what the win here is yet..

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It'll be supported on all future Systems though ;)

It'll be backported to a few current games giving them a nice boost, and it will also be the coming standard, making the future even brighter (4K and/or VR come faster).

Does it help you now, today, and if you have old hardware? no.

Does it help you if you have somewhat recent hardware, that runs Doom? yes.

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Well from personal experience with DOOM, I cant tell the difference ..

 

.. But then the game is so smooth I dont think mere mortals will be able to tell by just playing the game.

At least Vulkan mode is working just as well as ( if not better than ) OpenGL mode.

I am keeping it in that mode permanently now.

 

For a debut title with a new API thats quite something - And there are no graphical glitches anywhere so far as I have seen, and I have been through the range of options tweaking the game to death for my new laptop : Tweak, test, oops bad move too much heat generating reverse previous tweak and move on etc

 

I think this game actually has the capability to open a portal to hell inside your computer, I can easily push the settings on this game to bring the casing to the verge of melt down   :devil:

 

Looking forward to more titles supporting Vulkan

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