That is actually very impressive for AMD. Would be nice to see how the 480 compares to the 970 though, as that is what it is getting compared too. I expect 970 performance may actually drop under Vulkan.
I'm so behind on the times when it comes to graphics on the PC. I have no idea what I'm supposed to be seeing differently in those side by side comparisons in the video.
What's crazy to me is how stupidly optimized the engine for the new Doom is in the first place. It runs absolutely beautifully even on lower end systems. It really just goes to show how lazy and inept many of the "AAA" studios can be when they're making their core functionality.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
I'm so behind on the times when it comes to graphics on the PC. I have no idea what I'm supposed to be seeing differently in those side by side comparisons in the video.
I didn't watch the video, but going off the graphs:
Pretty much proves that a $450 video card is faster than a $250 video card.
But, Vulkan makes that $250 video card run faster, whereas it doesn't do so much for that $450 one.
I'm so behind on the times when it comes to graphics on the PC. I have no idea what I'm supposed to be seeing differently in those side by side comparisons in the video.
Developer used a lot of Vulkan goodies that are available in Vulkan as a low level API (opposed to DX11/OGL) such as Async compute and Shader intrisic funtions to give console level optimizations for AMD by having full access to the GPU and its functions.
OGL was traditionally "NVidias API" but its pretty much obsolete and in very bad state more so because its replaced by Vulkan. OGL simply wasnt used at all in recent years because it was a mess.
Vulkan is so much better for gamers than DX12. Vulkan works under Win7, Win 8, Win 10, Linux and even Android. It could work under MacOS as well (althrough Apple has it's own Metal API).
IdSoftware engineers are on another level as well, really great things they did with Doom. Peformance increases for both Nvidia and AMD camps (althrough bigger for AMD but that's expected) and generally very impressive work.
Vulkan is so much better for gamers than DX12. Vulkan works under Win7, Win 8, Win 10, Linux and even Android. It could work under MacOS as well (althrough Apple has it's own Metal API).
Except that cross-platform ability is completely irrelevant in an environmnet dominated by Windows...
It will benefit developers who want to make andriod-windows games but how many are there actualy...?
This was talked ad nauseam...Vulkan does not bring anything on the table to make developers abandon DX.
Well there has been some more clarification form developer (i guess they went with TSSAA first as its most demanding so biggest performance impact and all AA modes will be supported)
Vulkan is so much better for gamers than DX12. Vulkan works under Win7, Win 8, Win 10, Linux and even Android. It could work under MacOS as well (althrough Apple has it's own Metal API).
IdSoftware engineers are on another level as well, really great things they did with Doom. Peformance increases for both Nvidia and AMD camps (althrough bigger for AMD but that's expected) and generally very impressive work.
Vulkan !
I'm sure tech enthusiasts and readers of HardOCP will be ecstatic, but the other 95% of the buying public are probably more concerned about the numbers on the price tag than the numbers on the FPS-meter. Great performance by itself is not enough to cut it in the real world.
In RL it's your marketing spend that wins the day, not your tech expertise. I'm quite sure Microsoft are not going to simply roll-over and accept that their dominance via DX is finally "over".
Vulkan is so much better for gamers than DX12. Vulkan works under Win7, Win 8, Win 10, Linux and even Android. It could work under MacOS as well (althrough Apple has it's own Metal API).
Except that cross-platform ability is completely irrelevant in an environmnet dominated by Windows...
It will benefit developers who want to make andriod-windows games but how many are there actualy...?
This was talked ad nauseam...Vulkan does not bring anything on the table to make developers abandon DX.
Vulkan is Win7&Win8 also. DX12 is Win 10 exclusive.
Sulaa said:
Vulkan is Win7&Win8 also. DX12 is Win 10 exclusive.
Just like DX 10 was Windows Vista and later exclusive...didn't seem to matter much, did it?
There was no choice back then and DX10 was just an further evolution of of Windows high-level API.
Making game on OGL back then would be pointless, OGL was an mess and it would require very big re-learn process as coding on OGL & DX9/10/11 is very diffrent.
DX12 is not an continuation of DX11 and previous Windows APIs, like previous DX were. It is new API that is just named similarly.
It is not easier to go DX12 than Vulkan instead. You're not saving costs coding on DX12 instead of Vulkan this time.
OGL was not better performance than DX in DX9-DX11 times. It was arguaebly worse and definately much messier to use (i.e. read about OGL plugins) than DX. Also coding a game in DX10 or DX11 with a team experienced in DX9 was easier than switching to OGL, because another versions of DX were evolutions of previous ones.
Also how few OGL released (majority by Valve as well) titles in last decade prove anything? What's the argument here? I think you forgot to bring it.
Stop parroting same old discussions yourself, if I wanted such discussion I would go re-read old DX vs OGL threads myself.
Sulaa said: Also how few OGL released (majority by Valve as well) titles in last decade prove anything? What's the argument here? I think you forgot to bring it.
It proves that it is doable, that there are no technical hindrances - OpenGL being a mess, inferior or w/e.
Sulaa said: Also how few OGL released (majority by Valve as well) titles in last decade prove anything? What's the argument here? I think you forgot to bring it.
It proves that it is doable, that there are no technical hindrances -OpenGL being a mess or inferior.
There is just no reason to do.
That is obvious it is doable. Why even point it out in first place?
It is doable, but it is harder. It is harder to find developers with experience in it, it is not supported as well in drivers and plug-in system of OGL especially OGL 1.x and 2.x is a complete mess. OGL 4.x made some of those things better, but it was too little too late.
You can dig a hole with bad shovel and better shovel, it is doable to do so with both of them, but one experience will be less tiring and faster.
That is why majorty of high profile games in OGL were by Valve because they have interest in it and that is why Valve will be one of most supportive companies behind Vulkan too as they are competitors with MS.
Sulaa said:
Vulkan is Win7&Win8 also. DX12 is Win 10 exclusive.
Just like DX 10 was Windows Vista and later exclusive...didn't seem to matter much, did it?
Except very few games actually went DX10, most were (and some still are) DX9, it was only once Win7 and DX11 came out that the post DX9 era really started... With Win10 being the end of the line and not everyone being a fan (i.e. don't count on a Win11 to set things right) it makes sense that Devs would look for alternatives to DX12, well, unless they like limiting themselves to a Win10 only audience.
acidblood said:
Except very few games actually went DX10, most were (and some still are) DX9, it was only once Win7 and DX11 came out that the post DX9 era really started... >
That is kind of the point, isn't it? Why switching to DX12/Vulcan when DX11 fit all your needs?
acidblood said:
Win10 being the end of the line and not everyone being a fan (i.e. don't count on a Win11 to set things right) it makes sense that Devs would look for alternatives to DX12, well, unless they like limiting themselves to a Win10 only audience.
If that was true, devs would have been using OpenGL for a long time now.
Proof is in the pudding.
Like I said, it is the same type of argument we hear for more than a decade vouching for OpenGL - cross-platform compatibility. This "advantage" is moot in Windows dominated environment.
At best it might provide you some very temporary advantage but in the long run, you know pretty much all desktops will be still using Windows so all you have to do is wait a bit and then go with DX12.
Vulkan is simply lacking any notable advantage - being "as good as DX" provides not enough incentive for a switch.
DX is built into Windows verse OpenGL that runs separate from Windows. OpenGL was always an instruction behind DX. When you multiply that by thousands of instructions a 60th of a second it loses some frames as a result. Also like was mentioned. Its easier to work on DX than OpenGL. Microsoft just makes it easier for developers, provides the tools, APIs, and support. For instance getting a sound API that is cross platform tends to produce buggy results. Much easier just to support xAudio and be Windows exclusive, or have 2 versions one for Windows and one for a different OS.
I can see why a developer would use Vulkan. One set of code for PS4, XBox1, and Windows.
Also Doom is a derivative of the engine used in Rage. Rage wasn't kind on resources. So I expect a few years stewing allowed them to work out the kinks. Still id is one of the best engine makers. For a base engine, they offer the best balance of graphics and performance.
DX is built into Windows verse OpenGL that runs separate from Windows. OpenGL was always an instruction behind DX. When you multiply that by thousands of instructions a 60th of a second it loses some frames as a result.
Also like was mentioned. Its easier to work on DX than OpenGL. Microsoft just makes it easier for developers, provides the tools, APIs, and support. For instance getting a sound API that is cross platform tends to produce buggy results. Much easier just to support xAudio and be Windows exclusive, or have 2 versions one for Windows and one for a different OS.
Well, you could use DX and opt for OpenGL instead of Direct3D but...there are not many reasons to do so.
.. Valve will be one of most supportive companies behind Vulkan too as they are competitors with MS.
I guess Valve are "competitors with MS" in a way, but more in the dreams of "Gabe the Windows-Killer" than in reality, lol
It is not about Valve "Windows killing" it with SteamOS because that is pipe dream obviously. It is about Microsoft wanting to sell 3rd party software&games in it's Windows Store that is integrated in Windows.
Microsoft is making a move that long-term directly threatens Valve main business of Steam Store. That is why Valve is making all those moves with adopting Vulkan for Dota 2 (and propably all it other games in future), trying to bring Linux to gaming with SteamOS, etc
MS and Valve are on long term collision course, even if SteamOS don't stand a chance against Windows in any predictiable future and Windows Store is still unpopular atm. But first shots are fired.
Then you have other parties involved too. Long term thinking companies are trying create their own digital distribution networks (GoG, Origin, Uplay, iStore, Google Store, etc), bigger ones create or at least co-create/support separate APIs (Metal, Vulkan, DX12), etc
Comments
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
Pretty much proves that a $450 video card is faster than a $250 video card.
But, Vulkan makes that $250 video card run faster, whereas it doesn't do so much for that $450 one.
Developer used a lot of Vulkan goodies that are available in Vulkan as a low level API (opposed to DX11/OGL) such as Async compute and Shader intrisic funtions to give console level optimizations for AMD by having full access to the GPU and its functions.
OGL was traditionally "NVidias API" but its pretty much obsolete and in very bad state more so because its replaced by Vulkan. OGL simply wasnt used at all in recent years because it was a mess.
IdSoftware engineers are on another level as well, really great things they did with Doom. Peformance increases for both Nvidia and AMD camps (althrough bigger for AMD but that's expected) and generally very impressive work.
Vulkan !
It will benefit developers who want to make andriod-windows games but how many are there actualy...?
This was talked ad nauseam...Vulkan does not bring anything on the table to make developers abandon DX.
so they redid the test
In RL it's your marketing spend that wins the day, not your tech expertise. I'm quite sure Microsoft are not going to simply roll-over and accept that their dominance via DX is finally "over".
Making game on OGL back then would be pointless, OGL was an mess and it would require very big re-learn process as coding on OGL & DX9/10/11 is very diffrent.
DX12 is not an continuation of DX11 and previous Windows APIs, like previous DX were. It is new API that is just named similarly.
It is not easier to go DX12 than Vulkan instead. You're not saving costs coding on DX12 instead of Vulkan this time.
So apples to oranges.
Stop parroting that ignorant gibberish about OpenGL being a mess.
Doom 3, Half Life 2, Left 4 Dead 2, DOTA 2, Far Cry, Serious Sam 3, Deus Ex: HE, Portal 2 and what not, all "notable" titles that run under OpenGL.
We can hear same arguments for more than a decade: OpenGL is multiplatform, provides better performance, it is open API, etc.
Same arguments that did not make developers abandon DX in the past, same arguments we hear for Vulcan now.
OpenGL was never particularly inferior option when it comes to performance and technical potential but those aren't the only factors.
If they were, we wouldn't be using Windows on vast majority of desktops.
Also how few OGL released (majority by Valve as well) titles in last decade prove anything? What's the argument here? I think you forgot to bring it.
Stop parroting same old discussions yourself, if I wanted such discussion I would go re-read old DX vs OGL threads myself.
There is just no reason to do.
It is doable, but it is harder. It is harder to find developers with experience in it, it is not supported as well in drivers and plug-in system of OGL especially OGL 1.x and 2.x is a complete mess. OGL 4.x made some of those things better, but it was too little too late.
You can dig a hole with bad shovel and better shovel, it is doable to do so with both of them, but one experience will be less tiring and faster.
That is why majorty of high profile games in OGL were by Valve because they have interest in it and that is why Valve will be one of most supportive companies behind Vulkan too as they are competitors with MS.
Proof is in the pudding.
Like I said, it is the same type of argument we hear for more than a decade vouching for OpenGL - cross-platform compatibility. This "advantage" is moot in Windows dominated environment.
At best it might provide you some very temporary advantage but in the long run, you know pretty much all desktops will be still using Windows so all you have to do is wait a bit and then go with DX12.
Vulkan is simply lacking any notable advantage - being "as good as DX" provides not enough incentive for a switch.
Also like was mentioned. Its easier to work on DX than OpenGL. Microsoft just makes it easier for developers, provides the tools, APIs, and support. For instance getting a sound API that is cross platform tends to produce buggy results. Much easier just to support xAudio and be Windows exclusive, or have 2 versions one for Windows and one for a different OS.
I can see why a developer would use Vulkan. One set of code for PS4, XBox1, and Windows.
Also Doom is a derivative of the engine used in Rage. Rage wasn't kind on resources. So I expect a few years stewing allowed them to work out the kinks. Still id is one of the best engine makers. For a base engine, they offer the best balance of graphics and performance.
It is about Microsoft wanting to sell 3rd party software&games in it's Windows Store that is integrated in Windows.
Microsoft is making a move that long-term directly threatens Valve main business of Steam Store.
That is why Valve is making all those moves with adopting Vulkan for Dota 2 (and propably all it other games in future), trying to bring Linux to gaming with SteamOS, etc
MS and Valve are on long term collision course, even if SteamOS don't stand a chance against Windows in any predictiable future and Windows Store is still unpopular atm. But first shots are fired.
Then you have other parties involved too. Long term thinking companies are trying create their own digital distribution networks (GoG, Origin, Uplay, iStore, Google Store, etc), bigger ones create or at least co-create/support separate APIs (Metal, Vulkan, DX12), etc