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Vulkan Api


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#1 The6thMessenger

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Posted 05 February 2017 - 07:55 PM

Does MWO run on Vulkan? If not, would it be better if it runs on Vulkan?

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


#2 Scout Derek

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Posted 05 February 2017 - 07:57 PM

Never heard of it. But I would like to say that more than likely MWO runs best on a Windows system. Linux had problems until some forum users found a workaround, I'd think the same of this "Vulkan" you're talking about.

#3 Deathlike

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Posted 05 February 2017 - 08:00 PM

Vulkan is more or less the current incarnation of OpenGL of sorts.

It's kinda unlikely to be implemented, let alone optimized.

#4 NighthawK1337

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Posted 05 February 2017 - 08:22 PM

It's a new API by the Khronos Group if I remember correctly. They're also the ones maintaining OpenGL but Vulkan is different from OpenGL, and they plan to replace OpenGL with it I think. Only a few games has been updated to support it, Dota 2 and DOOM are the first ones that comes to mind. New game engines like Source 2 and IdTech 6 have native support. Unreal Engine I think supports it in its most recent iterations. Maybe MW5 will have it. However CryEngine 3 does not. The only way that Vulkan is going to be implemented in MWO is if they port it otherwise, no dice.

Vulkan is awesome, it gives 35% more performance at best.

#5 Scout Derek

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Posted 05 February 2017 - 08:25 PM

View PostNighthawK1337, on 05 February 2017 - 08:22 PM, said:

It's a new API by the Khronos Group if I remember correctly. They're also the ones maintaining OpenGL but Vulkan is different from OpenGL, and they plan to replace OpenGL with it I think. Only a few games has been updated to support it, Dota 2 and DOOM are the first ones that comes to mind. New game engines like Source 2 and IdTech 6 have native support. Unreal Engine I think supports it in its most recent iterations. Maybe MW5 will have it. However CryEngine 3 does not. The only way that Vulkan is going to be implemented in MWO is if they port it otherwise, no dice.

Vulkan is awesome, it gives 35% more performance at best.


does it now? that's very interesting to hear about that extra 35%

#6 NighthawK1337

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Posted 05 February 2017 - 08:30 PM

View PostScout Derek, on 05 February 2017 - 08:25 PM, said:

does it now? that's very interesting to hear about that extra 35%


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 Deathlike

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Posted 05 February 2017 - 08:33 PM

Well, it hasn't been implemented in CryEngine yet (not even sure which version it'll be in, but probably the latest) and PGI would actually have to hire a real programmer to integrate it in this older version... (which is highly unlikely).

#8 Y E O N N E

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Posted 05 February 2017 - 08:37 PM

View PostDeathlike, on 05 February 2017 - 08:00 PM, said:

Vulkan is more or less the current incarnation of OpenGL of sorts.

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 Deathlike

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Posted 05 February 2017 - 08:41 PM

View PostYeonne 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 Y E O N N E

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Posted 05 February 2017 - 08:43 PM

View PostDeathlike, 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 Cabusha

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Posted 05 February 2017 - 08:58 PM

Posted Image

#12 NighthawK1337

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Posted 05 February 2017 - 09:07 PM

PGI porting MWO to another engine is unlikely.

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 jjm1

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Posted 06 February 2017 - 02:38 AM

Cry-engine is still a highly capable engine. PGI is the source of their optimisation and art problems, so while a new engine would be nice and all, every engine will only be as good as the coding and art assets you load into them.

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 lazytopaz

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Posted 06 February 2017 - 05:37 AM

Keep in mind that Crytek is still firing people and closing down branches around the world due to financial problems (go figure...).
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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