Edited by The6thMessenger, 05 February 2017 - 07:55 PM.


Vulkan Api
#1
Posted 05 February 2017 - 07:55 PM
#2
Posted 05 February 2017 - 07:57 PM
#3
Posted 05 February 2017 - 08:00 PM
It's kinda unlikely to be implemented, let alone optimized.
#4
Posted 05 February 2017 - 08:22 PM
Vulkan is awesome, it gives 35% more performance at best.
#5
Posted 05 February 2017 - 08:25 PM
NighthawK1337, on 05 February 2017 - 08:22 PM, said:
Vulkan is awesome, it gives 35% more performance at best.
does it now? that's very interesting to hear about that extra 35%
#6
Posted 05 February 2017 - 08:30 PM
Scout Derek, on 05 February 2017 - 08:25 PM, said:
At maximum. They tested it with an AMD card
https://www.pcgamesn...lkan-benchmarks
I can confirm this. I can't run Doom while at native resolution in my laptop without Vulkan API. Its performance is really undeniable.
#7
Posted 05 February 2017 - 08:33 PM
#8
Posted 05 February 2017 - 08:37 PM
Deathlike, on 05 February 2017 - 08:00 PM, said:
It's kinda unlikely to be implemented, let alone optimized.
It's OpenGL's replacement, like Nighthawk1337 said.
It's pretty phenomenal. Allows me to run DOOM at max resolution (2560x1440) with all settings cranked on 2011 hardware, and it is a gorgeous game. Best part, though, is that it is completely independent of Microsoft. Every developer should ditch DX and go to Vulkan, IMHO.
It is doubtful that CryEngine will support it, though, even a future version.
#9
Posted 05 February 2017 - 08:41 PM
Yeonne Greene, on 05 February 2017 - 08:37 PM, said:
It's OpenGL's replacement, like Nighthawk1337 said.
It's pretty phenomenal. Allows me to run DOOM at max resolution (2560x1440) with all settings cranked on 2011 hardware, and it is a gorgeous game. Best part, though, is that it is completely independent of Microsoft. Every developer should ditch DX and go to Vulkan, IMHO.
It is doubtful that CryEngine will support it, though, even a future version.
I get that, but we're talking about PGI implementing it.
#10
Posted 05 February 2017 - 08:43 PM
Deathlike, on 05 February 2017 - 08:41 PM, said:
I get that, but we're talking about PGI implementing it.
See: unlikely to ever be implemented in CryEngine.
Unreal Engine 4 supports Vulkan. It may not even require PGI to do anything to enable it for MW5 other than flip a toggle. I hope they do.
Actually, it basically is that simple.
Edit: I lied about CryEngine.
Edited by Yeonne Greene, 05 February 2017 - 08:44 PM.
#11
Posted 05 February 2017 - 08:58 PM

#12
Posted 05 February 2017 - 09:07 PM
At best they can just salvage what they have, add multiplayer to MW5 and allow us to use our stuff there. Barring the time period difference.
#13
Posted 06 February 2017 - 02:38 AM
Turn details to low and look at what the LODs in this game do. Cube shaped buildings should decimate into 8 point cubes at the most. But so many of them collapse into stacks of triangles and heinous looking stuff you can see right through. Its just made wrong.
#14
Posted 06 February 2017 - 05:37 AM
Thank god MW5 sits on UE4 or it wouldn't require some master deductive skills to know where it would lead game to - coffin and nails.
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