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Old 10-20-2019, 06:19 PM   #381
Ala13_ManOWar
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Quote:
Originally Posted by BitMaster View Post
What does this mean actually?
If you read just before,
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Base programming and testing should be finished next month. We'll then work on transferring our shaders to the new API. This is a very new technology for us, and it is quite possible that we will run into unforeseen issues during that phase. DCS World uses many complicated shaders that may not necessarily play nice with the Vulkan API.
it means they are transferring shaders since then because there's A LOT of them.


S!
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Old 10-20-2019, 08:14 PM   #382
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What does this mean actually?
https://en.wikipedia.org/wiki/Shader

I just got done reading it. Phew...
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Old 10-21-2019, 04:29 AM   #383
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Originally Posted by aileron View Post
https://en.wikipedia.org/wiki/Shader

I just got done reading it. Phew...

I'm still clueless, and I used to be really into this stuff a third of a century ago


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Old 10-21-2019, 06:51 AM   #384
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Originally Posted by funkyfranky View Post
Could be useful to get a rough(!) idea about the expected performance increase in DCS.

Not even rough.


It would be like saying that your own house will be as great as your neighbour's, because you both built them using concrete. There's lots of other stuff to consider.
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Last edited by sobek; 10-21-2019 at 06:54 AM.
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Old 10-21-2019, 10:52 AM   #385
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Originally Posted by Aluminum Donkey View Post
I'm still clueless, and I used to be really into this stuff a third of a century ago

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Pretty much DirectX Shaders have different programming language from Vulkan ones.

While basic implementation on engine has been declared done ( I assume using Vulkan libriaries and functions to render 3D ) thousands of shaders have to be converted in the new language.

Imagine every terrain , aircraft , ground unit , etc has it's own PBR shaders (at least ) it's a huge and long task.
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Old 10-21-2019, 11:32 AM   #386
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Not even rough.
It would be like saying that your own house will be as great as your neighbour's, because you both built them using concrete. There's lots of other stuff to consider.
Well, to stay in your picture, at least my neighbor demonstrated that it is possible to build a "great" house using concrete.

Of course, all flight sims are different but they share some common problems and challenges. The X-plane result shows that this genre can indeed profit from Vulkan. I find that encouraging - nothing more nothing less
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Old 10-22-2019, 12:23 AM   #387
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Imagine being able to offload AI to one complete core, dynamic weather to another, comms to another etc, and a much more efficient rendering engine. How could it not be much better? I basically chose the 2700X in anticipation of this for DCS.
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Old 10-23-2019, 03:38 AM   #388
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Imagine being able to offload AI to one complete core, dynamic weather to another, comms to another etc, and a much more efficient rendering engine. How could it not be much better? I basically chose the 2700X in anticipation of this for DCS.
Exactly, in general, many things could be done with splitting the splittable serial workloads that are still kinda together.

I've done some more testing though I kinda didn't yet get back on it, and I think there's more than just 2 cores being used as I previously thought, because I tested with a pure bareness with nothing happening, no missles firing, no airplanes flying, no sounds playing, no weather, just a mountaintop view, this time around I was actually analysing the practical gameplay session and it's quite a bit different, but I won't disclose any findings because of the exact same thing what this does, makes more speculation which would just contribute to trolls, by the time I go look at it again it might not be worth it any more if the new Vulkan API engine overhaul is just around the corner, and talking about the old state would kinda be pointless and would just distract from the excitement of the future.
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Old 10-23-2019, 07:36 AM   #389
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Originally Posted by Rhino1980 View Post
Imagine being able to offload AI to one complete core, dynamic weather to another, comms to another etc, and a much more efficient rendering engine. How could it not be much better? I basically chose the 2700X in anticipation of this for DCS.
What's that got to do with Vulkan though? My understanding is that all this will help do is uncouple the graphics pipeline from the CPU.
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Old 10-23-2019, 10:21 AM   #390
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Quote:
Originally Posted by Ala13_ManOWar View Post
If you read just before,

it means they are transferring shaders since then because there's A LOT of them.


S!
I am interested in what the actual shader work consists of, not about the DCS status. You misunderstood or I have not been clear enough.
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