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福尔康来了!Vulkan发布!

posted by wap, platform: 小米 NOTE
关注好久了,可以看成当初AMD馒头API的延续,当初AMD不做了后延伸出dx12和vulkan,但是这个的优势也蛮多,一个是要求低,目前主流硬件都支持,二个是跨平台能力夸张移动、桌面端通吃,Google高通三星一票移动厂商鼎力支持。

这次号称硬发布,一口气把SDK,驱动,测试环境,文档都搞出来了。前几天塔洛斯法则的作者说它5分钟就整出了个东西来,很容易上手,结果今天看官方消息,塔洛斯法则已经成为vulkan演示游戏了!


看na两家驱动的话,A卡最低从7730开始,N卡最低630起,Android应该在不久后的Android N发布会上宣布。系统的话最低支持XP。苹果好像因为自己搞了个metal退出了(这公司就是爱人为制造分裂啊),其它Android、Linux、Windows都能跑。

本帖最后由 jun4rui 于 2016-2-16 11:38 通过手机版编辑


本帖最近评分记录
  • han527 激骚 +1 感谢分享 2016-2-17 07:59

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posted by wap, platform: 小米 NOTE
人体糖是工作组成员!尿了



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posted by wap, platform: 小米 NOTE
MetalVK - Coming Soon!

Move to the next-generation, cross-platform, Vulkan graphics API on iOS and OS X. Build portable graphics applications and games using the modern, industry-standard Vulkan graphics API, and seamlessly run your application or game across many industry platforms, including iOS and OS X.
[....]
MetalVK is an implementation of Vulkan that runs on Apple's Metal graphics framework. With MetalVK, you get the performance benefits and added debugging and performance tuning capabilities of the Metal framework on iOS and OS X, while maintaining compliance with an open, industry-standard, next-generation, high-performance graphics API. By building your application or game using the Vulkan API, you can run your modern graphics application or game unchanged across an entire industry of platforms and development tools.


neogaf有人贴出个这么个玩意,如果做得到,那vulkan将可以在iOS、osx跑了,通吃全平台!

后悔前几天塔洛斯法则只要28的时候没买啊!


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引用:
原帖由 jun4rui 于 2016-2-17 08:50 发表
posted by wap, platform: 小米 NOTE
MetalVK - Coming Soon!

Move to the next-generation, cross-platform, Vulkan graphics API on iOS and OS X. Build portable graphics applications and games using the  ...
塔诺斯好玩吗?

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posted by wap, platform: 小米 NOTE
引用:
原帖由 @tommyshy  于 2016-2-16 13:03 发表
塔诺斯好玩吗?
评价倒是很高,但游戏类型不对我的口味

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posted by wap, platform: Meizu MX4
也该硬发布了,vulkan版的DOTA2都展示多久了。

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posted by wap, platform: iPhone
很有前途,可以趁早学习一下,标志着OpenGL从今天起逐渐被取代了

本帖最后由 MegaDr 于 2016-2-17 09:33 通过手机版编辑

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posted by wap, platform: Chrome
和OpenGL、DX11的对比测试来了
附件: 您所在的用户组无法下载或查看附件

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posted by wap, platform: 小米 4C
喷了,还是被dx11吊打,不用说dx12,老黄的驱动从359就开始支持了

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posted by wap, platform: Chrome
引用:
原帖由 @马甲5号  于 2016-2-16 15:37 发表
喷了,还是被dx11吊打,不用说dx12,老黄的驱动从359就开始支持了
没有,我后来跑去STEAM社区的《塔罗斯法则》看开发者和用户的对话,开发者说可以从3个方面来将API换成Vulkan,现在为了追求速度,所以他们只是简单的用Vulkan包装了一下。而Vulkan的多进程渲染和游戏引擎对Vulkan调优他们是没有做的。

所以游戏效率目前是不高。

他还提到他们的游戏引擎本身对多进程渲染支持得很好,但是目前的图形API没有采用这种模式,下一步他们会对这一项进行优化。

至于最后的将引擎替换成堆Vulkan优化,因为工作量较大,他们准备分两步走。

等这些做完再来看看,应该会比现在好

============================
engine design for Vulkan is basically consited of three major parts:\

1)
Port. Make it work as fast as possible just by wrapping current engine design around Vulkan. Avoid all pitfalls and bottlenecks. This is what we did by now and released as patch for Talos.

2)
Use Vulkan for multi-threaded rendering. Our engine is designed really well for multi-threaded rendering, but we have only our wrapper for it - calls to graphics API (like Vulkan) are not multi-threaded. Yet.
That being said, this is the next step what we'll do. And probably release that also as patch for Talos. I tried to do that with Direct3D 11 long time ago (support for its deffered contexts), but it was too much pain and too little or even no gain. That's just one of reasons why we decided to stick with our own approach for MT renderer for that long. :/

3)
Redesign engine for Vulkan. This is the biggest step and can be split in two:

3a)
Precache all rendering states (which mostly mean materials in game) up front. This will make rendering calls much simplier and faster. So, instead of deciding at rendering time what is needed for a material to be rendered via Vulkan, do this at loading time and then when material needs to be rendered just give it to Vulkan, via one or two simple function calls.

3b)
Precache all geometry, material, textures, everything that is needed for rendering an object up front. This basically creates so called command buffer ready for Vulkan, and nothing extra needs to be set or created at render time.

3rd part of port is, obviously, the most complex one, and it'll take time to change engine design for it, step-by-step.

Hope I explained this well.
DEN

本帖最后由 jun4rui 于 2016-2-16 15:47 通过手机版编辑

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引用:
原帖由 jun4rui 于 2016-2-17 11:45 发表
posted by wap, platform: Chrome
没有,我后来跑去STEAM社区的《塔罗斯法则》看开发者和用户的对话,开发者说可以从3个方面来将API换成Vulkan,现在为了追求速度,所以他们只是简单的用Vulkan包装了一下。而Vulkan的 ...
thread一般翻译成线程,和进程process差别很大的...

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posted by wap, platform: Chrome
引用:
原帖由 @mjnaur  于 2016-2-16 19:21 发表
thread一般翻译成线程,和进程process差别很大的...
这个我认

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引用:
原帖由 jun4rui 于 2016-2-17 07:06 发表
posted by wap, platform: 小米 NOTE
前几天塔洛斯法则的作者说它5分钟就整出了个东西来,很容易上手,结果今天看官方消息,塔洛斯法则已经成为vulkan演示游戏了!
这都是有丰富Linux经验的开发者,跟进多年了
你要是之前没碰过OpenGL,自己亲手做,I和A两家的驱动Bug能把你恶心够呛

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引用:
原帖由 jun4rui 于 2016-2-17 09:08 发表
posted by wap, platform: 小米 NOTE
评价倒是很高,但游戏类型不对我的口味
我看了一下也不是我喜欢的类型

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引用:
原帖由 马甲5号 于 2016-2-17 11:37 发表
posted by wap, platform: 小米 4C
喷了,还是被dx11吊打,不用说dx12,老黄的驱动从359就开始支持了
Linux的娱乐环境根本没有一个健全的生态,脱离主流很久了,厂商也懒的优化,I和A甚至连Bug都没去掉,更别谈优化了
所以在桌面环境下,OpenGL系永远只是“听起来很美”而已

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