- Joined
- Sep 5, 2004
- Messages
- 1,958 (0.26/day)
- Location
- The Kingdom of Norway
Processor | Ryzen 5900X |
---|---|
Motherboard | Gigabyte B550I AORUS PRO AX 1.1 |
Cooling | Noctua NB-U12A |
Memory | 2x 32GB Fury DDR4 3200mhz |
Video Card(s) | PowerColor Radeon 7800 XT Hellhound |
Storage | Kingston FURY Renegade 2TB PCIe 4.0 |
Display(s) | 2x Dell U2412M |
Case | Phanteks P400A |
Audio Device(s) | Hifimediy Sabre 9018 USB DAC |
Power Supply | Corsair AX850 (from 2012) |
Software | Windows 10? |
ive followed vulkan a little bit and there is more ways to convert a dx11/opengl titlesI want a push to Vulkan for the simple reason it works on other operating systems too (Linux/Mac). That said, what I've read from developers is that making Vulkan games is much more work than DirectX 12 games because Vulkan does less for you. Developers have to do more of their own optimizations.
GCN cards get worse framerates on Vulkan in Tales Principle compared to D3D11.
* use opengl code and simply run it with a vulkan wrapper (this is probably what was done with talos)
* create native vulkan code and run it (this is probably what doom uses)
aka
* Talos runs like crap because it it uses opengl code behind it
* Doom runs like butter because its close to 100% vulkan code