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Old 02-17-2019, 09:35 PM   #291
Worrazen
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I never expected this thread to reach so many pages, I'm impressed.


Would be even cooler in future if there's some kind of feature that DCS would need in graphics that vulkan doesn't have, ED can simply go to the github and request changes/extension.


For something like visually-physically correct sim, thing would probably need to be done differently under the hood than traditional FPS games the industry was built upon where real physics are nonexistent.
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Old 02-19-2019, 03:04 PM   #292
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Has the Vulkan api proven to improve VR performance in any other games/sims? I keep hearing conflicting wishful thinking. I've heard it should improve VR experience a lot, but I also hear that it's not a guarantee that it will.
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Old 02-19-2019, 03:23 PM   #293
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Not by itself, but it makes it easier to implement multi-threading.
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Old 02-19-2019, 03:33 PM   #294
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Quote:
Originally Posted by pimp View Post
Has the Vulkan api proven to improve VR performance in any other games/sims? I keep hearing conflicting wishful thinking. I've heard it should improve VR experience a lot, but I also hear that it's not a guarantee that it will.
Go read the comments about it's use in FS2.
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Old 02-19-2019, 09:24 PM   #295
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That other sim claims to be gpu bound. Seems dubious.
But I’ll clarify anyway; maybe a modest improvement by itself.
But we still need multi-threading.
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Old 02-20-2019, 03:30 PM   #296
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If we assume the ED is moving to Vulkan for reasons beyond S&Gs, then it only makes sense that 1 of 2 reasons would be logical. Either there is a performance benefit, or they want broader platform support. DCS as a whole is multi-threaded, however the excess threads are primarily being leveraged for IO operations (loading assets). D3D11 is always limited (without crazy amounts of work) to the order of operations in the main thread leaving the least amount of time for the thread to forward rendering tasks to the GPU. With Vulkan (and Dx12) the option is there for render related requests to be handled asynchronously. That means this get sent to the gpu without waiting behind everything else behind the main sim thread.
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Old 02-20-2019, 09:45 PM   #297
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Quote:
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Has the Vulkan api proven to improve VR performance in any other games/sims? I keep hearing conflicting wishful thinking. I've heard it should improve VR experience a lot, but I also hear that it's not a guarantee that it will.

It should improve everything across the board, VR will always perform worse than a monitor as long as the workload is bigger.


Peak peformance also depends on the optimization of graphical features and shaders that were written for Vulkan or converted. Initially it is expected it may not be as optimized as a previous mature API.
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