Thursday, August 17th 2017
Ashes of the Singularity Update Adds Vulkan Support with Latest Beta
Ashes of the Singularity is one of those games that has always been in the forefront of the latest graphics technologies. One of the first games to support Microsoft's DX12 and async compute, and in receiving a Ryzen-optimized performance patch, the game is routinely used as a benchmark tool not only for graphics solutions, but also CPU benchmarks.
Now, Oxide Games has announced Ashes of The Singularity will feature support for the Vulkan renderer, which will be welcome news for users who don't want to upgrade to Windows 10, but don't want to live without low-level performance optimization in their games. The new Vulkan render path is still a beta feature, which you must enable through your Steam account. Just right click Ashes of the Singularity on your Steam library, hit "Properties", and activate the 2.4 opt-in in the beta features tab.
Source:
Guru 3D
Now, Oxide Games has announced Ashes of The Singularity will feature support for the Vulkan renderer, which will be welcome news for users who don't want to upgrade to Windows 10, but don't want to live without low-level performance optimization in their games. The new Vulkan render path is still a beta feature, which you must enable through your Steam account. Just right click Ashes of the Singularity on your Steam library, hit "Properties", and activate the 2.4 opt-in in the beta features tab.
27 Comments on Ashes of the Singularity Update Adds Vulkan Support with Latest Beta
This sounds like you cannot create high performance games using D3D11 and OpenGL however multiple comparisons show that absolute most D3D12 games barely reach the performance of their D3D11 counterparts.
the older api were more evolution built on the last, adding new features to fill the holes where the last had a weakness. while dx12 and vulcan are much more like a revolution, a totally new approach. dx11 for example is not able to run parts on gpu 0 and others on gpu 1, which if the devs wanted they can now with these new api. this is also why nvidia and amd are not pushing their multi gpu tech any more as they know it is going to be more dependant on the devs than any driver tweaks they can do.
And old Athlon processor... on a game meant to take advantage of multi-core rendering....
All depends how good game is made i think.
Might as well use a bike to tow a semi trailer.
But it's a very good playable engine demo, so if someone is more attracted by effects than by the story/experience, AoS is a great choice...
So in a way I do understand the former comment, i.e. it's just 24 fps and not worth. Because if your hardware doesn't let you benefit from the visual advantages of this engine, there isn't much else.
I remember playing TES:Oblivion on Intel IGP few years ago. I played at low setting and it was still dropping to maybe 10fps during some fights and visual-intensive scenes. I completed that game 3 times on that PC.
Now, the most minimal stutter wrecks my nerves and immersion :banghead: We've all been spoiled.
The industry is in a very tight spot actually , for the last decade or so there has been a huge push for high-overhead maximum productivity software. There is a very good reason why that happened , you simply cannot get things done anymore with the typical developing cycle nowadays without that. Pushing them back to work the same way they did when games were no where as complex but within the same amount of time is heinous regardless of their skill. I suspect MS will back off a little with DX12 in it's current form and reiterate on it with something else , because this is clearly not working as smoothly as they hoped.
Am i doing something wrong?
D3D12/Vulkan don't magically make your games faster even if you coded for this API from the get go. They give you better control over the GPU while requiring a lot more work. The do not magically mean higher performance.
With the advent of high level languages like .net and Java, you may be surprised to learn what coders today don't know...
But graphics is one the most difficult areas of computer science , you can't get around without possessing some serious knowledge. Sure there might be people that aren't that skilled working for lesser studios that are having trouble with these new APIs. But people working at big studios for big publishers , nah they know their shit , they're just really constrained by deadlines and such.